It’s hard not to feel Visions of Mana is a bit of a surprise. The Mana series has quietly stirring for some time at Square Enix’s studios; the Collection of Mana, and 2020’s 3D remake of Trials of Mana, all seem like trial balloons in hindsight.
Now, Visions of Mana is the first fully-fledged new entry since 2006’s Dawn. The good news? It’s practically overflowing with Mana charm, even when its showing some rough edges.
Visions of Mana is an action RPG that keeps to its roots in many ways. The protagonist, Val, is a bright-eyed warrior who’s more than happy to play Soul Guard to his entrusted Alm and childhood pal Hinna. They’re tasked with taking Hinna to the Mana Tree, so she and the other Alms of various elements can give their lives to keep the Mana of the land flowing.
We’re off to see the Tree
Rest assured that this pilgrimage, presented straight-faced early on, begets a dark turn or two. Visions of Mana can pivot fast between tones. At one point in my journey, while I was roaming the open world, the party was reflecting on a tragic event that had just transpired. Two party members discussed amongst themselves how to help someone clearly in mourning. Then, as I ran over a collectible drop of syrup that I could trade to the fantastical bears in hub towns, Val suddenly and cheerfully exclaimed, “Grrrizzleeeee!”
The tonal whiplash was so drastic, I had to pause and laugh a bit, but I don’t count that as a negative. There’s something inherently charming about how Visions of Mana can pivot on a dime. In one segment, I’m watching one of my party members cope with the crushing memories of a fatal mistake they can never take back; in another, I’m fighting little ducks with fake army helmets on called Mad Mallards. They swing giant wrecking balls around their head. They’re adorable.
While the setting and dressings of the Mana series are obviously here, they feel warmly nostalgic. It’s here I have to admit, this is easily the most time I’ve spent with a Mana game; aside from a couple hours put into the original Trials, I’m not exactly an expert on the subject. Yet even coming to it from that perspective, Visions of Mana feels comfy and nostalgic. It’s funny and light-hearted, dark and serious, juggling all these tones to create a fantasy world that grows and deepens the further you peel back that first naĆÆve outer layer.
Bread and butter
Adding to this notion of simple, satisfying, and surprising depth in spots is the combat. For the first few hours of Visions of Mana, fighting is going to feel fairly straightforward. Every action game loves its light-light-heavy combo, and though you have a few spells, they really only serve as combo-enders or casted enhancements, like lighting your weapons on fire for some elemental help.
Quickly, though, the companions start to shake things up. Careena can team up with her animal pal for some neat combos; Morley has some big Vergil energy, slicing and dicing foes with speed; and Palamena brings some magical prowess, alongside a flail or whatever weapon her current Vessel enables.
Vessels form the class system of Visions of Mana, letting characters aspect into certain elements. This changes their basic attacks and combos, sometimes adding new mechanics in the process, and also lets them tap into the latent powers of that element. The Moon relates to time, and so characters using the Moon Vessel can create time bubbles, slowing enemies and speeding up allies.
While its barebones elements are simple and easy to understand, there’s a really satisfying rhythm to fighting once you’re far enough along in Visions of Mana. The first few hours can feel repetitive, but as the game trickles out more options for build-crafting, combo-enhancing, and interesting moves to toy with, Visions can feel rewarding to master. You’re not quite stance-switching for ultra-stylish combos, but you’re developing a playstyle that feels fulfilling as you roll over adorable monsters.
That’s not to say there aren’t still times where fights feel a bit drawn out, as you mash into an enemy’s face and occasionally dodge. I wish some of the combo routing felt just a bit tighter. Using items mid-fight feels finnicky, as sometimes I’ll have to re-input the command because it didn’t register the first time. And grinding can feel tedious; even when I was fighting groups a few levels above me, an average overworld bout didn’t feel like it gave me a ton of experience.
Boss fights are where Visions of Mana can really let loose, though, and there are some great ones. A giant kraken attempting to crack your ship in half and a menacing crab named the Fullmetal Hugger are just a few highlights. Though it’s still often as straightforward as targeting body parts to put the boss on their back foot, these fights can be fast, furious, and even a bit tough. I’ve yet to wipe on a fight, but I’ve had some close encounters.
Party time
The stars of the show so far, in my eyes, have been the cast. While I don’t quite have the full party yet, the Alms I’ve recruited thus far to fight alongside Val are all immediately charming and memorable. Careena’s stand-offish attitude reflects how her upbringing raised her, a source of friction she struggles with as she seeks to leave its borders and see the world. Palamena is concerned about her own responsibilities, but more importantly, who they fall to in her absence.
Morley is easily my favorite party member. You can usually expect a katana-wielding catboy to be a bit moody, but rather than simply being stoic or sorrowful, Morley gets to display a wide variety of emotions. I think most other stories might have just let him be the resident saddie of the group, but in Visions of Mana sees him experience and exhibit a huge range of emotions throughout my travels with him. Honestly, Val ends up being the most cookie-cutter of the bunch, and even he gets some real moments to shine as the gleeful cheer of the world gives way to harsh truths.
Accompanying all of this is a very bright and colorful art style and some stellar music. On the audio front, I really have no notes. I really enjoy the musical hits, as they convey a sense of wonder and adventure.
Graphically, Visions of Mana can both stun and stumble. Some locales, characters, and bosses look absolutely gorgeous in the PC build I’ve been playing. Other times, side characters don’t get a flattering close-up, strange pop-ins can occur, or other visual oddities can throw you off. I’ve also had more than a few problems with the camera, in and out of battle.
Looking at the spectrum of Square Enix releases over time, it’s hard to find an exact spot where Visions of Mana falls. It doesn’t quite feel like an ultra-high budget blockbuster, the likes of Final Fantasy XVI or Forspoken; it also doesn’t feel like a smaller effort, either. It carries great legacy, but could easily be seen as a middle tier game compared to what’s gone into other titles.
Yet, it’s that middle-tier vibe that makes it all the more notable to me. Visions of Mana isn’t trying to force the latest PlayStation to push more pixels than it ever has. It’s rekindling an old flame, resurfacing a piece of Square history that has laid quiet far longer than it should have.
Though it has a few imperfections, Visions of Mana is the exact kind of comfy, breezy, substantial RPG that wouldn’t feel out of place in another era. It’s a pilgrimage that moves along at a decent pace, strings together some fun fights, keeps you switching up gear and skill sets, and layers on the charming sights and sounds. It hasn’t set my world on fire, but it doesn’t need to. Visions of Mana already won a spot in my heart by just being itself.
Published: Aug 27, 2024 07:00 am