Dawn of Mana
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9 out of 15
This prequel tale about the Tree and Sword of Mana gets held back by a counter-productive camera system..
Developer
Square Enix
Publisher
Square Enix
ERSB Rating
TEEN
Rel. Date
May 22, 2007
Genre
Action-RPG
Players
1
Date: Wednesday, May 23, 2007
Author: James Fudge

Fans of Secret of Mana, that wonderfully cool and ultra popular Squaresoft original action RPG that took the Super NES by storm, will want to check out Dawn of Mana just for the story details it attempts to fill in. That's because Dawn of Mana, the appropriately named prequel to Secret of Mana, tells a fairly detailed tale of the origins of the fabled mana tree and the mana sword. While the backstory isn't of epic scale, it's an interesting and charming journey.

But that journey, as charming as it is, is plagued by a problem or two that can make it a bit frustrating.. The worst parts of Dawn of Mana are the sometimes agitating camera and platformer elements that tend to make RPG purist wince. Brave Fencer Musashi spring to mind when playing Dawn of Mana.

Dawn of Mana's story kicks off on the isolated isle of Illusia, which floats in the center of the world, where the Great Tree resides. This tree is the source of all creation and life and has stood in the center of the isle since the time of creation. That tree, long since dormant, has turned to stone but its power still lives on. Our tale opens with a new hero named Keldy, who is a capable warrior and a good friend to Ritzia. But events are unfolding that do not bode well for the world and our hero is at the center of it all.

This world set before the Super NES classic is populated with all kinds of cute and cuddly creatures. Some of these, like the Rabbites and Moogles, will be familiar to old school fans of the series, but there are plenty of new monsters to keep your eyes entertained like giant snakes, goblins, and giant bison-like monsters. Beyond these creatures, the world is populated with all kinds of objects that can be manipulated or destroyed.

All of these creatures and objects populate a fully 3D world full of vibrant and brightly colored environments and architecture. Navigating this world takes some getting used to because the camera isn't fixed - the player is presented in a third-person perspective, which can get pretty crazy depending on where you are and what is in front of you. The camera reminds me of Square Enix's Brave Fencer Musashi because it can be a real pain in the ass - especially when dealing with platforming elements of the game like jumping. It's not a deal breaker but it can be a real nuisance at key moments in the game.

The game consists of platformer elements and action, with some light role-playing weaved into the mix. The bulk of your adventures are spent fighting a cavalcade of monsters that stand in your way on the ground and in the air. Controlling the action is pretty straightforward, and with the help of some unique devices and good old fashioned swordplay, you should have all the tools you need to beat even the most tenacious of foes.

Playing the game is pretty straightforward, but mastering everything is a bit tricky. The L1 shoulder button is used to block with your sword, the L2 button targets enemies, the R1 shoulder button activates magic and the R2 button is used for targeting objects. X is used to jump, and hitting it a second time while in the air will allow you to super jump. Square is used for attacking with your sword; Triangle is used to fire off your grapple - holding it down will give you a first-person targeting perspective that you can aim manually; while the slingshot works in much the same way - you can fire it with the Circle button or hold it down for a first-person perspective.

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