There's always a degree of trepidation when a classic franchise returns with a brand new release. Down the years, we've seen countless properties attempt to reinvent themselves, either in a bid to reclaim a faded legacy, or to establish a fresh audience. Visions of Mana, however, feels like it's gunning for neither of these goals. While this long-awaited revival does introduce a slew of more modern features and elements of design, it sticks quite rigidly to the blueprint of past Mana titles, and traditional Japanese RPGs in general.
Visions is essentially a retread of old ideas, just brought forward into a vast 3D world. It's built to be nostalgic — a colourful reminder of what made the original Mana games so magical. It tries to recapture the sense of adventure that seemed so powerful back in the 90s — when it was just a collection of pretty sprites on a pixelated screen. And to a surprisingly large extent, Visions succeeds. It is nostalgic and it does conjure those same feelings that classic RPGs have now thrived upon for decades.
But the pursuit of nostalgia can be a double-edged sword. In running so parallel to its predecessors, Visions occasionally comes across as dated, stiff, and — most damningly — boring. In particular, its storytelling is both predictable and bloated. The plot buckles under a painfully bland cast of main characters, all of whom have a terrible habit of repeating their cookie-cutter motivations at every opportunity.
It's a misstep that drags the game's pacing down far too often. In classic RPGs, dialogue is typically kept to a minimum — the visual-novelisation of the genre hadn't yet taken hold, and characters were given just a few lines to get their point across, peppering the broader journey with flickers of additional drama or humour. Your party members in Visions are cut from the same cloth — they're supposed to be charmingly simplistic — but they're handed one hundred times the amount of dialogue.
Visions adopts an episodic approach to its overall narrative, setting up the next story beat whenever you reach a new town or city. It introduces key players and the problem at hand, and then your party usually takes some time to talk it all through. The problem, though, is that these sequences involve a lot of tedious trekking between objective markers, only to hear your allies repeat the same basic notions, over and over. Visions wants to set the stage with meaningful character interactions, but the writing quality and necessary character depth simply never manifest.
Thankfully, Visions is a much more compelling experience away from its mostly vapid storytelling. That sense of adventure we mentioned earlier is alive and well when you're between towns, exploring the game's huge and varied environments. This is the one area where the title looks to set itself apart from what's come before, taking inspiration from modern open worlds. While these locations aren't completely open — they're stitched together as MMO-like zones — they're big, and reasonably interesting to traverse.
They also look fantastic. The game does an impressive job of portraying the scale of its world; stylised landmarks like mountains and old castles can be glimpsed off in the distance, long before you actually get to them. Visions may not be a graphical powerhouse, but the artistry on display — especially in an environmental sense — is often exemplary.
Having said all of that, scale does come back to bite the release the every now and then. The game's largest locations can feel empty from a gameplay perspective, as if you're plodding miles between anything of worth. Granted, the vistas can sometimes make up for the lack of action, but most players will quickly fall back on fast travel whenever the title demands a bit of backtracking.
Together with exploration, combat will make up for much of your playtime. Battles are fun hack-and-slash affairs that aren't too flashy or overly challenging. You control your chosen character, while the AI takes charge of up to two allies. The system itself is a modernisation of Mana's longstanding formula — a mixture of simple combos, dodge rolls, and special moves. Here, combat's been given a little more weight; it's a touch more deliberate. Attacks have a nice heft to them, and your evasion has to be pretty on-point. Again, beyond a handful of tricky boss encounters it's fairly forgiving, but the underlying ebb and flow of battle falls more in line with modern action RPGs.
Boss fights are where the combat really shines. They're not going to blow you away in terms of sheer spectacle, but they know how to provide satisfying — and sometimes entirely unique — mechanics, which helps them stand out. Teamwork, too, is emphasised during these bouts, as you can switch between characters and exploit elemental weaknesses, or make use of character-specific healing abilities.
Our only quibble lies with the AI that drives your companions. Most of the time, your allies are more than capable of holding their own, but against certain bosses, they simply don't know how to deal with specific mechanics, and will fail to avoid devastating attacks or environmental hazards. These moments of frustration are thankfully few and far between — and they can be mitigated to some degree by customising the AI's behaviour — but they're still an undeniable low point for a combat model that's otherwise systematically sound and enjoyable.
What's more, battles are supplemented by classes — elemental archetypes that can be applied to all of the playable cast. Classes are unlocked as the story progresses, and each character has nine potential roles: a starting class, and eight elemental-based evolutions. There are numerous weapon types and abilities to tinker with, and every class even has its own distinct visual design. It's a great little system to play around with, since you can switch classes at any time through the menu, and coming up with your own party compositions is a genuine highlight.
Classes grant combat a level of experimental depth that just wouldn't be there otherwise. Depending on the character and assigned weapon type, each class has its own set of moves and skills, alongside passive perks that solidify its intended role in the party. Classes are clearly a mechanical focal point, and Visions does an admirable job of implementing them.
Conclusion
As a nostalgia-driven retread of the classic Mana adventure, Visions of Mana is rock solid — but it struggles to be anything more than a reminder of how magical those old RPGs could be. If you can look beyond the game's monotonous storytelling and tragically bland characters, the essence of an old-school excursion is here, in the exploration of wonderful environments and in battles against burly boss monsters.
Comments 44
If anyone's got any questions about the game or the review, let me know and I'll try to answer them!
I am on the fence for this one, tried the demo didn't really like combat.
Tedious story telling in a JRPG. I feel like this is becoming a bigger problem with all games but especially JRPGs. Games even otherwise good ones like P5R and Ff7 Rebirth have middle acts that just go nowhere and exist to pad the game.
Like the rich girl in P5R who joins your team comes way too late to actually have much of a personality instead focusing more on Morgana vs the blonde dude.
I was super excited for this. Then I played the demo. There are some mediocre games I can get into. This isn’t one of them.
I expect this game to be the final mana game and to bomb financially (square enix super high expectations). So I will buy it since I have a $30 gift card.
That section about one dimensional characters who endlessly repeat their motivations is unfortunately all too accurate for modern JRPGs. Even in some that I enjoyed, like Tales of Arise, you get a lot of that in the numerous skits. Persona 5 was another.
It's as if these writers don't trust their audience to "get" something unless they beat it into your head over and over and over again.
@breakneck I'll be honest, I'm a big persona fan but I thought P5R slowed to a crawl at times.
@ShogunRok cheers for the review. Any idea how long it is? Wouldn't be opposed to a shorter JRPG for a change
I'm craving a new RPG, so I pre-ordered this and am looking forward to playing it on Thursday. Although I was a bit disappointed discovering there aren't any indoor areas to explore in the demo.
@ShogunRok Is that the case in other locations as well?
@Kanji-Tatsumi It is quite a bit shorter than most. Last time I looked at my save file I was at 29 hours, so I think a (normal difficulty) playthrough should take most people around 35 hours or thereabouts. Maybe closer to 40 if you want to beat all of the optional combat challenges.
@MUG3NHC Yeah, there's a strange lack of indoor exploring. All of the towns are outdoor only.
The only times you're actively exploring an inside space is during dungeons, or in very specific story-based locations.
@ShogunRok
I was afraid you'll say that 🥲
Are the cons of this game more or less the same as Trials of Mana ?
I liked Trials for scratching that JRPG itch without committing a large amount of time.
@charbtronic Pretty much, yeah. Although part of me likes Trials of Mana more because it doesn't feel as bloated (less pointless dialogue, environments are more linear).
@Kanji-Tatsumi it's a great game and I was a lapsed turn based JRPG guy for 7 years before P5R got me into it again. It is why it's faults are easier to notice because it does so much well.
@ShogunRok You mention frame rate dips in your review. Did you play the game on Quality or Performance mode?
Other sites write thats performance mode is almost a locked 60.
@Barry_vV Performance, and it's definitely not a locked 60 in my experience. It does hit 60 a lot of the time, but it's prone to drops in some areas.
That said, I think a pre-launch patch might have improved the frame rate slightly. But it arrived a bit too late for me to do any real testing.
I didn't even know this game was out?
@Flaming_Kaiser
Out on Thursday.
In games I've played recently--one that immediately comes to mind is Triangle Strategy--the charmless/repetitive dialogue mostly seemed intended to pad the running time of the game and make it feel "meatier" than it actually was.
Personally, I would have been a lot more impressed if the dialogue had been pithier and less plentiful. If it's all going to be so by-the-numbers, I really don't need to sit through 50 hours of it.
Still interested in giving this game a chance, though.
@ShogunRok How much of the endless dialog is voice acted and if voiced what accents are we getting? I find a lot of these to have British accents which we find amusing but would probably just be normal day to day to you. Of course if there isn’t any it doesn’t matter. Nice spoiler free review. I was reading one elsewhere and it seemed to be going point by point so I stopped.
This is the game i'm anticipating this month and already got mine pre-ordered. Not that those cons swayed me from wanting to get the game but are some interesting points to consider. I'm still excited tbh considering how long it has been since we had a new mainline entry for the Mana series.
@ShogunRuk I enjoyed the demo once I got the hang of the combat. Would you say the demo is a good reference for the whole game?
@rjejr There are times where it's just text, but most of the game is voiced, including all of the important cutscenes.
I couldn't give you a full impression of the accents because I played the majority of the game in Japanese. But from what I've seen and heard, the English dub seems pretty solid. One of your party members has a heavy southern US accent, which is certainly a choice — but it is quite funny.
@FatalBubbles Yeah, although the demo kind of drops you right into things, it's still a good representation of the game's overall structure. If you take that demo and make it into a full adventure across a bunch of different environments, that's quite accurate.
Yeah, this review pretty much confirms my thoughts from the demo. I wanted to like it, but the characters were… there. Hearing that the story isn’t anything interesting, makes me uninterested. Oh well. That’s ok.
Having played all of the previous Mana games the negatives mentioned here don't bother me. I buy a game like this for the gameplay and to take in the sights of the Fairy Tale World. If I let too many factors like the things mentioned here bother me then my game collection would be very small indeed.
@MUG3NHC I mean it almost had no presence with advertisements or anything. I know it's small but come one a little bit won't kill them.
Even the good Mana games are sort of mid, unfortunately.
Frame rate dips ? 🤣🤣🤣
Square Enix truly suck at optimization in every game. Btw demo is terrible and we will be hearing about how square enix will be changing strategy,again.
Go back to your roots Square and make a old school Final Fantasy or Cronno trigger remake. You are starting too stink more then Stubbs The Zombie
That's review reads like the game had good intention, flawed execution, not good but flawed intentions. They wanted to make it old school but made the game a bit tedious.
@Flaming_Kaiser This is false. Announcement at the game awards, Xbox presentation, PS blog post, seen the tweets about it, ads on Instagram, countless time , a demo. Not ever game can have AAA marketing budget. You guys online are delusional. Every one says they Square enix doesn't market their games but this is not true in this case.
I was really looking forward to this one until I played the demo and was so thoroughly put off. But it sounds like the final product might be slightly better though? Still, hard to justify dropping $60 for a pretty-good-but-not-great game during such a busy release period. Its a shame too, I feel like Visions could have been the next big JRPG but I guess the Mana series is just forever doomed to live in FF's shadow
I enjoy this series, and have fond memories of playing the Trials of Mana remake (on Switch) during the Pandemic.
However, in an era of truly excellent games to play... I'm not sure if this one has a space in my backlog right now.
I fear it will be overshadowed by Black Myth also.
Maybe a sale pickup, but definitely not desperate
@ShogunRok did they improve the characters movements, it felt sluggish
@KillerBoy Compared to the demo? Nah, not really. I think the slight weightiness to the movement is by design — like it's supposed to be more deliberate. If it put you off in the demo I don't think the full game will change your mind sadly.
"Companion AI can be dodgy".
This is what puts me off of games like Mana, Tales, etc.
Would like to see these graphics in a single 'hero' type action RPG.
The game looks great but the gameplay put me off, was weirdly chaotic.
I'm definitely going to buy this game but after this review and other stuff I've heard from people I trust, it may be a 'wait for sale' type of purchase. Not too surprising. The demo wasn't bad but it wasn't exactly something that made the game feel like a launch day must-have either.
@ShogunRok "One of your party members has a heavy southern US accent, which is certainly a choice — but it is quite funny."
Hey thanks. We usually play stuff in Japanese, or Korean in the case of Stellar Blade, but not sure I can pass up a funny southern accent. My kid is playing "Wandersong", probably not your cup of tea, and my wife is voicing everyone southern. Except my kid who is making grunting noises for the main character Link style. 😂
@ShogunRok it’s a shame square didn’t address the feedback but I will still be checking this one out, thanks 👍🏻
I'm playing the game and I'm having good fun with it, I love the artwork and the gorgeous environments, it feels so magical and nostalgic, the music is amazing. The story is good so far and I like the chrs and combat with the various builds! It's a pretty damn good game but it's sad that the studio is closing down!
@bossuche9 Now I know I'm old X is a platform i actively avoid and Instagram the same but if thats the case I stand corrected.
So far I'm loving Visions of Mana. Outside of some weird slow down in a boss fight, I've had no other issues. Honestly, feels like what i imagined a PS1/PS2 JPRG remade to the letter would look and feel like on a PS5.
@Ralizah
I've put in about twenty hours into this game so far, and it's fantastic. It gets better and better as I play through. The gameplay flows wonderfully, and it's constant eye candy. The challenge is just right on normal mode, and the story is actually really well-done.
The first three Mana games are fantastic, and so is this one. The rest of the Mana games are quite passable, though.
Also, just by reading the review, I can tell that this isn't the reviewer's cup of tea. Some of the things complained about, such as the dialog, are strengths, depending on one's taste. I for one love the silliness of the dialogue, including Careena's nonsensical Texan accent.
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