Main game
3.75 average rating based on 264 ratings
PROS
CONS
Scratched the specific itch that I had. It had interesting arcs and characters, and I liked the world and the design of it all. Combat could do with improvements but considering the age, I guess it's not that bad. Incredibly difficult (or maybe even impossible) to finish without a guide though. No wonder I got nowhere when I played it as a kid. It kinda felt after a while though that I was just following directions from the internet and ticking off boxes as I played.
Carino gioco ma si discosta molto dal mio genere di riferimento. Tenta molte innovazioni ma lascia l'amaro in bocca. Grafica belissima ma il sistema di progressione rompe la storia e non la lascia risplendere. Guardato un longplay dopo aver compreso che non faceva per me. Voto: 7/10
Story (3/5) | Characters (3.5/5) | World (5/5) | Gameplay (3/5) | Visuals (5/5) | Music (5/5) = 82% overall score
Previously I had rented this game when I younger, but I did not have an opportunity to get very far into it before I returned it.
The story of this game is...a little confusing to say the least. Instead of an overarching narrative, there are dozens of separate side quests that have various different requirements, some of which can be very convoluted. Out of all of the Mana games, this is the only one where I would use a guide consistently while playing. While I enjoyed some of these side stories (especially the Jumi story), the disconnected nature just wasn't that great. The characters themselves, while having really great visual design were very flat and two dimensional.
Gameplay-wise I feel torn. I can completely understand why someone might absolutely love this game. With all of the various crafting systems, monster raising and so much more this is a super unique game that I can't really find a parallel too. And while I enjoyed tinkering with them, I found out pretty fast that I could just make a weapon and …
Story (3/5) | Characters (3.5/5) | World (5/5) | Gameplay (3/5) | Visuals (5/5) | Music (5/5) = 82% overall score
Previously I had rented this game when I younger, but I did not have an opportunity to get very far into it before I returned it.
The story of this game is...a little confusing to say the least. Instead of an overarching narrative, there are dozens of separate side quests that have various different requirements, some of which can be very convoluted. Out of all of the Mana games, this is the only one where I would use a guide consistently while playing. While I enjoyed some of these side stories (especially the Jumi story), the disconnected nature just wasn't that great. The characters themselves, while having really great visual design were very flat and two dimensional.
Gameplay-wise I feel torn. I can completely understand why someone might absolutely love this game. With all of the various crafting systems, monster raising and so much more this is a super unique game that I can't really find a parallel too. And while I enjoyed tinkering with them, I found out pretty fast that I could just make a weapon and armor with the best materials I got while questing and then absolutely crush most bosses in less than 30 seconds. For me I found it boring and not very engaging.
The world that you get to build and explore, combined with the stunningly beautiful watercolor graphics and the brilliant soundtrack is what made me love this game a ton though. I cannot praise the game's environments and background enough, it truly is a wonderful experience to explore. The world itself feels old and full of mysteries to unlock and explore. Paired with the music and it's a treat not to be missed.
Time to Complete: 25 hours
Favorite Chill Theme: Ruined Sparkling City
Favorite Action Theme: The Wind Sings, For the Journey
Legend of Mana remains as a peculiarity that can feel disconcerting and confusing, especially at the very beginning due its open structure. Definitely, one of a kind game based on activating and solving quests that as a whole feel somewhat dull. Still, each one is a small story, an arc that teaches you a little more about who each character is, what they are looking for and their place in the world. The latter gives Legend of Mana a unique meaning. Everything, added to the beautiful art, the excellent work of M2 and the atmosphere that the Yoko Shimomura soundtrack brings to the game, makes Legend of Mana a unique experience that is worth trying and that, for better or worse, will become memorable for all players.
This title is a visually stunning and deeply imaginative action RPG from Square, it stands out for its non-linear storytelling, where players build the world map using an artifact system called the “Land Make” feature. The lush, hand-painted 2D graphics and enchanting soundtrack give the game a dreamlike charm. However, the fragmented narrative and lack of a central plot can feel disjointed. Combat is simple but fun, and there’s a lot of customization. It’s a unique, artistic experience best enjoyed by those who value exploration and atmosphere over traditional structure, this is the best aspect of the game for me since there are lots of different weapons to choose from, and combos to learn.
Though you can quickly become overpowered so the game starts to feel easy, but at least the non-linear story present a lot of side-quests, which are very interesting, since, as already mentioned, there isn't really an "ultimate main plot", compared to other more traditional RPGs. Another mechanic that I really enjoy is the pet system, in which you can level up your pet in order to help with the combat, not to mention the secret elements you can try to tame using musical instruments, and at …
This title is a visually stunning and deeply imaginative action RPG from Square, it stands out for its non-linear storytelling, where players build the world map using an artifact system called the “Land Make” feature. The lush, hand-painted 2D graphics and enchanting soundtrack give the game a dreamlike charm. However, the fragmented narrative and lack of a central plot can feel disjointed. Combat is simple but fun, and there’s a lot of customization. It’s a unique, artistic experience best enjoyed by those who value exploration and atmosphere over traditional structure, this is the best aspect of the game for me since there are lots of different weapons to choose from, and combos to learn.
Though you can quickly become overpowered so the game starts to feel easy, but at least the non-linear story present a lot of side-quests, which are very interesting, since, as already mentioned, there isn't really an "ultimate main plot", compared to other more traditional RPGs. Another mechanic that I really enjoy is the pet system, in which you can level up your pet in order to help with the combat, not to mention the secret elements you can try to tame using musical instruments, and at the end of the day, there are no badly implemented mechanics on this game, though at the same time, none of them are outstanding in any way.
What truly elevates this game beyond its systems is its atmosphere and presentation, the watercolor-like backgrounds, expressive character sprites, and whimsical creature designs give every location a storybook quality that few RPGs have ever matched. The OST is memorable, with gentle melodies and emotional themes that will for sure be on your JRPG playlist. The sidequests received a lot of love compared to other similar titles, especially because JRPGs usually handle these as fillers for grinding, instead of trully meaningful contents. Whether you’re helping a lonely NPC or uncovering a bittersweet tale hidden within a newly placed land.
Overall, this title is less about epic stakes and more about personal journeys and quiet moments. Its experimental structure may not satisfy people looking for a tight narrative or challenging combat, but it excels at creating a relaxing experience. It invites you to explore at your own pace, experiment with its crafting systems, and immerse yourself in its charming world. While it may not reach the dramatic highs of other RPGs from its era, its creativity and artistic identity make it a memorable and distinctive entry in the genre.
Legend of Mana is a vintage Squaresoft action RPG with out-there ideas, pointless systems, mediocre gameplay and really stellar art and music.
The game is kinda hard to explain apart from the action gameplay that is simple, straightforward and kinda boring. You get quite much customisation options what commands you want your buttons to do but I found that just alternating with regular light and heavy attacks was by far the most foolproof way of dealing with every encounter. The action gameplay can also be played in co-op, which seems to be a staple of the Mana series but I couldn't test this out. I can imagine it would have made this piss-easy game even easier.
Outside of the combat, the game goes to places. The game world is laid out on a grid-based map where you place artefacts that create new locations for you to visit. I may be wrong but I feel like placement of the artefacts (i.e. what you place the artefact next to) has an effect on what location comes up. The locations are either "dungeons" filled with enemies or towns where you talk to NPCs and buy stuff. Each location has short stories for you …
Legend of Mana is a vintage Squaresoft action RPG with out-there ideas, pointless systems, mediocre gameplay and really stellar art and music.
The game is kinda hard to explain apart from the action gameplay that is simple, straightforward and kinda boring. You get quite much customisation options what commands you want your buttons to do but I found that just alternating with regular light and heavy attacks was by far the most foolproof way of dealing with every encounter. The action gameplay can also be played in co-op, which seems to be a staple of the Mana series but I couldn't test this out. I can imagine it would have made this piss-easy game even easier.
Outside of the combat, the game goes to places. The game world is laid out on a grid-based map where you place artefacts that create new locations for you to visit. I may be wrong but I feel like placement of the artefacts (i.e. what you place the artefact next to) has an effect on what location comes up. The locations are either "dungeons" filled with enemies or towns where you talk to NPCs and buy stuff. Each location has short stories for you to complete. These are honestly nothing to write home about and are mostly quite disconnected from the main story. This makes the game a sort of an anthology which is a novel idea but, again, nothing amazing. At least completing short stories makes you feel like you're constantly progressing. Also, by completing short stories, you get more artefacts, which means more locations.
The main story didn't wow me either. I didn't quite grasp what was it about because of the aloof storytelling and loss of interest on my part. Something about how power (or the Mana Tree) has the ability to either corrupt people or provide possibilities I guess? The game also follows two Dragoon siblings for quite long and I still don't really know why but at least their story was a lot more comprehensible tale of sacrifice and longing.
As a special note, the game has some weird writing. It seems like the writers/localisation team wanted to goof around and slipped in some double entendres here and there. It's pretty amusing, especially since the game is generally such a cutesy whimsical fantasy RPG.
The grid-based anthology world-building thingy is quite unique in itself. Top that off with monster breeding, crafting weapons and programming NPC golems to help you in battle and you got quite a mix of systems for a simple and easy game. Oh, and for good meaasure throw in some weird mana meters to the map screen and have a weekday mechanic, both of which I still don't have a clue about. I got to applaud the flow of ideas but generally almost all of these systems feel either underutilised or useless when the combat is as simple and easy as it is. Oh yeah, there even is a super simple farming mechanic which I found so late that I couldn't benefit of it in any way. No biggie as I don't have a clue what you need crops for in the game.
With all of my nitpicks and headscratchings about the gameplay, the game at least shines in the art and music department. The game has super colourful and vivid hand drawn backgrounds and impressive spritework. Some of the bosses have huge detailed sprites that are wonderful. The music, then again, ranges from whimsical fantasy RPG whimsy to epic hard rock hype-ups for boss battles. Also, the theme song is in Swedish for no reason I can discern. Probably the folks at Squaresoft that it sounded exotic or something. Either way, it's a really good theme song.
Legend of Mana is a game that's hard to hate but equally hard to feel passionately about. Because of it's sights, sounds, outlandish ideas and constant stream of new stories and events, it ends up a bit on the positive side for me. Cautiously recommended if you want a retro RPG that goes its own way.
Beat. Upon starting the game I thought I was choosing between 2 different characters; a hot girl and a not so hot girl. So I chose the hot valkyrie looking girl and considered the spear the best weapon for her aesthetic. It was not until much later that I realized the beginning was just a gender choice, after I seen how almost every human looking guy looked very feminine. There were a few humorous lines referring to the girl character, like one making fun of her hair pipes. Next I was faced with putting locations on the map, and there was an overwhelming amount of info on the map about each element. I wondered if I had to place stuff with feng shui to get bonuses or synergies, but the game never taught me about it so I ignored it. I later read that a few side quests could only be done with certain placements and that there was an optimal way to place stuff. I just put stuff wherever since I had no idea what kind of biome it would be, and then made up stories about why the land was set up and settled that way. It was …
Beat. Upon starting the game I thought I was choosing between 2 different characters; a hot girl and a not so hot girl. So I chose the hot valkyrie looking girl and considered the spear the best weapon for her aesthetic. It was not until much later that I realized the beginning was just a gender choice, after I seen how almost every human looking guy looked very feminine. There were a few humorous lines referring to the girl character, like one making fun of her hair pipes. Next I was faced with putting locations on the map, and there was an overwhelming amount of info on the map about each element. I wondered if I had to place stuff with feng shui to get bonuses or synergies, but the game never taught me about it so I ignored it. I later read that a few side quests could only be done with certain placements and that there was an optimal way to place stuff. I just put stuff wherever since I had no idea what kind of biome it would be, and then made up stories about why the land was set up and settled that way. It was kind of dumb how many of my cities were very close and the biomes did not match up well. I did mildly like this placement aspect as it reminded me of civilization, but as the game went on I realized that only a small portion of the world map was used. This in turn led to probably the worst aspect of the game; the confusing backtracking to previous areas. I expected each placed location to be a 1 and done mini adventure with the entire world eventually being filled in. I had fun early on while the game was like that. I recruited the 2 kids, upgraded my spear twice at new shops, then swapped to a dagger that dropped from a blade enemy in a spooky tower dungeon. Soon after this I ran out of new locations and did not know what to do. There were 2 or 3 quests that I could not figure out, including a ghost mystery at the port town. Had to resort to a walkthrough, and it turned out I was missing a dialogue trigger. I had similar problems at points throughout the game, with characters not being where the walkthrough said, and otherwise fumbling around trying to figure out what trigger progressed the quest. Another big problem was the map layout of some areas and complete lack of in game map. The jungle was bad and the 1st time I used online maps. This place and others had interconnected screens that looped around and had samey looking layouts. Seriously, way too many reused assets for a ps1 game. Most of the wilderness areas were frustrating and tedious like this. I followed the walkthrough until the end, upgrading to a 2h axe earthsplitter dropper from an enemy, then finally the spear star gazer dropped from an enemy. Items only had names without any kind of type icon so I often had to go into the equipment menu too see if I found something cool or just another item. FF1 on NES had equipment icons for Christ sakes, and this was the ps1.
There was also blacksmithing, beast capturing/raising, golem crafting, farming, and magic from musical instruments. I made a few instruments to try out the magic but it seemed to be only nukes, no healing or buffs. Lame. Music could be used to tame elemental spirits to get elemental items, kind of like a more convoluted and time consuming version of FF8's draw. I did this a few times but never bother with golems or smithing. This kind of stuff makes me not want to play without a step by step guide to optimize it with minimal investment. But the game was easy enough to get by without engaging with all these systems. Even though I did die a few times, the game was more than easy enough to get by with simple found and bought gear. Why even put all these mechanics in the game if you don't need to use them to win? The only 1 I needed was a pet to add a 3rd party member for a switch in 1 dungeon. It made me go back home and look at the 3 eggs I had captured. I had retarded no limb pikachu, some dumpy tadpole thing, and bad ass garuda the giant bird. Guess which one I used. The bird of course. It began far under leveled at level 1 but did half decent in battle. It even managed to level up a bit by picking up some xp gems before me. Stupid having to manually pick up xp and loot from enemies during combat before it vanished. The bird had some cool moves; wind area hit wing flap, ranged shot, and picking up an enemy to drop from higher up. Though I did find it a bit more difficult to chain stun enemies with the extra team member attacking. The game had light attacks to X and power attack to square. Light did a combo of different moves, which for the spear went long range stab to close range swirl, to long range sweep with a cooldown afterwards that disabled attacking. The other melee weapons I tried were similar. The best tactic was to delay slightly after pressing X to ignore the combo and just do the 1st fast long range hit over and over without any kind of cooldown. Many bosses never even got an attack off. The power attack had a cooldown too and was mostly useless. Sometimes I used it as the finishing blow, and with the right distance against certain enemies it could do a moderate power aerial hit with no cooldown. The other 2 face buttons could be mapped to a variety of simple moves. I chose defend and counterattack, which later upgraded to counterstrike. Counter was awesome, doing massive damage if I timed it correctly. With only 2 slots though I saw no point in trying out the other moves. Then the 4 L and R buttons could be assigned to weapon techs or magic. I only ever had the 2 basic spear techs, while 2h axe and dagger I only had 1 tech each. They were decent for avoiding big attacks and did pretty good damage. Apparently I needed to experiment with the other moves to unlock better techs. But I breezed past the final boss. After that I used a better walkthrough to finish as many side quests as I could. Looks like I failed the treasure map quest and could not progress that series. I also missed a quest regarding the playboy bard before he turned to stone, and a few relating to world placement.
Final stats (noting that which stats raised depended on weapon type equipped)
Lvl 64, 845 hp, 54 str, 81 tech, 62 defense, 52 magic, 36 hp (should be called con or vit), 58 spirit, 66 charm, 5 luck, almost 19k money.
Star gazer 42 attack, lorant breastplate, lorant boots, bloody mask.
Seems both spear and dagger focused on tech. My physical protection was great but magic defense was not so good. The bird was lvl 11 and my instruments were loral harp, holly flute, and gator drum. Just from making whatever from the stuff I was given from the magic tutorial quest.
I did not like this game and have no interest in new game plus or playing again. On the good side some of the characters and subplots were good, and a lot of the music was great. But the overall design of the game was deeply flawed and it really seemed like it was made by Square's B or C team, nevermind all the reused assets and missing quality of life features. Obtuse non linear plot progression, mostly self contained mini stories rather than an over arching narrative, way way too easy, superfluous mechanics that were like they only asked if they could not if they should, confusing navigation, being able to move around and attack during others's special moves but not doing any damage, weird perspective backgrounds that often made me get stuck on NPCs or the environment, lack of clear indication where screen exits were, ridiculous looking animal people, and more. It was definitely experimental but maybe not worth experiencing.
6.2/10
The Legend of Mana: The Art of Mana – 30th Anniversary Edition is being released for the first time in English!

This is likely my fifth or sixth playthrough since buying the game back in college back in '99. I'm taking this one slow, and playing it on the Switch is perfect, because I can take it with me.
It's still lovely and clumsy and melancholy and beautiful. 1999 was a great year for Square, when they dared to be different, and maybe flew a little too close to the sun.
I remember playing this when I was in primary school and, despite mostly not knowing what I was doing, really enjoying it. I did not have any means of access to any guides (or even awareness of their existence) back then so I doubt I ever got close to finishing this - especially given the structure of this game - but that didn't really matter to me. I'm on a short holiday from work right now so I'm very tempted to purchase the Switch version and give it another go.
So, I messed up and accidentally loaded a save state, which rolled everything, including my hard saves, back a few hours. So dumb on my part, but I wish they'd made safeties to prevent that sort of thing.
Legend of Mana was one of my favorite games of all time when it was new, and I'd probably still say it is. It still has tons of charm and there's still not been another game like it. But, it's a lot more tedious than a modern game. So much of it is obscure, that, even having done multiple playthroughs, I still have to use a walkthrough or miss out on large portions of content.
I just don't have it in me to redo a few hours of game time right now. Guess I'll come back in a year or something and try again lol.