One of the things I think I should do more of is write. About movies, and TV, and music, and other crap I do. But mostly about video games, because that’s what I know best. So to that end, I’m going to write a whole second blog post about the Secret of Mana remake.
I’ve finished the game now, and yeah, it was good. It was more or less exactly as good as playing the original, as I more or less said in my last post. It’s just that faithful to the original game. I know some people will die on the hill that this is how video game remakes should be, but I can’t agree with that. If you’re just making the exact same game again but with more polygons, what’s really the point? I had basically the same experience as I would have had if I’d just played the version I already own, and I’d be like $50 richer.
This is almost exactly how I felt about the Super Mario RPG remake from a few years ago.
Now, it’s not like it’s the exact same game, but most of the differences are cosmetic. I e that isn’t, however, is the new conversations the party has whenever they stay at an inn. This is a completely new feature, and I very much liked it. Secret of Mana didn’t put a lot of effort into character development, so being able to see these little chats that gove the characters so much more character is a really fantastic add. Yeah, a number of them are corny and tropey, but being able to see the party members grow from a group of people who only stuck together because their goals aligned into a real team was awesome. It adds at least a little depth to a game that really never had much.
This remake also adds a handful of gussied-up cutscenes, and for the most part, they’re a nice little addition. But one, when you’re escaping from the top of the Imperial Palace, is a little wonky. See, once you beat the boss, a cutscene plays where you summon Flammie and fly off to safety. But then, when the cutscene ends… the characters are standing on the roof again, hoisting the Flammie drum, and then it plays the usual animation of Flammie flying down out of the sky to pick them up. It’s so weird that the same sequence effectively happens twice, and it would be so easy to fix that it had to be left that way on purpose. I would very much like to be able to ask someone exactly who made the decision to do it that way and why.
I don’t really think there’s much else to say specifically about the Secret of Mana remake that wouldn’t also apply to the original. It has trophies, I guess? 80% of which are for defeating bosses, and the rest for filling up the various collections. But most of those last ones require grinding for rare drops that are much too rare for me to care about them, so I ended the game with only the boss trophies and haven’t looked back. I did keep a save right before anything would become missable, but I don’t think I’ll ever actually go back to it.
And that’s that! What a game it was! A pleasure to revisit, and almost exactly the way I remember it, just with a few extra bells. Not even any whistles. I’ll be honest, when I started writing this post, I was intending to write something a little more thoughtful, but I think I took too long to get through it and now my interest in doing so has faded. I don’t know. I’m bad at writing. Enjoy this official art!
Overcome Your Fears: Caretaker (PC) – Yet another Fears to Fathom clone, and not even a good one, combining the simplicity of Home Alone with the padding of Carson House.
Scarlet Skips (PC) – This isn’t a game you can beat, per se, it’s just a high score chaser. But I got my fill of it and that’s about that.
Serve or Die (PC) – “Routine job horror” where you manage a sandwich shop and spooooky things start to happen. It was honestly starting to lose me, but then the ending went bananas and was funny enough that I’d give it a pass.
A very, very long time ago, there used to be these businesses where you could go in and pick out a video game that you wanted to play (or a movie you wanted to watch), give them $5, and they would let you take it home for a few days, and then you’d have to bring it back. It was a pretty decent deal, and a fun way to experience new games and movies that you didn’t want to pay full price for (or use up an Xmas present on).
Back when the SNES was the hottest new thing -or, I guess, halfway into its lifecycle because we didn’t get ours until Xmas 1994- one of the most alluring games to me was Secret of Mana. I wasn’t really into RPGs at the time because it seemed like they would be impossible to beat over the course of one rental, but Nintendo Power did such a fantastic job of marketing it that I just had to give it a shot. And so I rented it once, and played the crap out of it, not quite making it to the end. I returned it, and then at some point, rented it again. This happened some indeterminate number of times. In my memory I rented the game six or seven times, but I think it more realistically took three rentals to finally beat the game. Might have been that the final time, the rental period had been extended from three to five days. I don’t really remember how all of that worked because it was like thirty years ago.
But anyhow, Secret of Mana. Not only did I rent the game a bunch of times on the genuine SNES hardware, but I played an emulated version a ton, had at least one Virtual Console version (on Wii, I don’t remember if it released on 3DS or WiiU and I don’t care to check), played through the entire 2010 iPhone port, and have the Collection of Mana on Switch. This is one of those games that will follow me for the rest of my life and I will happily re-purchase it on as many pieces of hardware as possible, like Mega Man X, Super Mario 64, or Resident Evil 4.
So it’s kind of weird that I hadn’t ever played the 2018 remake until just last week.
I couldn’t tell you why, exactly, I put this off for so many years. This remake was released on PS Vita, PS4, and Windows. There were ample opportunities for it, but for whatever reason I just never hopped onboard. Perhaps because at some point near its release I heard that the soundtrack had been horribly butchered, and I adore the original Secret of Mana soundtrack, so even as hearsay, I simply couldn’t abide such a thing. If you had any idea how often I would listen to Fear of the Heavens in my formative tween and teenage years, you would probably understand. I don’t think that I truly understood just how beautiful and impactful music could even be until Secret of Mana.
To tear the band-aid off this one quickly: no, I don’t like Secret of Mana’s remastered soundtrack as much as I like the original. But it’s not terrible! For the most part, I like that the new soundtrack adds new instrumentation and new layers and more depth to just about every track. They lose the nostalgic quality of SNES samples in the process, but I wouldn’t say that’s a bad thing. To be quite honest, for most of the time I’ve been playing so far, I’ve just been bopping along to the familiar tunes without really noticing the differences all that much. Sometimes you get a song that shifts dramatically like “Dancing Animals”, which has gone from a funky island beat to a complex prog rock tour-de-force, but I wouldn’t consider that a bad thing!
The core gameplay has scarcely been touched; the biggest difference I think being that the player is given full 360-degree control instead of 8-direction movement and 4-direction attacking. Otherwise, Secret of Mana feels just as clunky and kinda busted as the original. And I mean, if you know the game’s background, you probably get it, but I don’t have a hard time understanding why people who didn’t grow up with the game tend to dislike it. Combat doesn’t always feel great since hitboxes sometimes seem more like suggestions than anything, and while the ring menu is really cool in concept, it does slow things down a lot. Let’s not even get into how effectively using magic completely squashes the game’s difficulty curve.
All the warts carry over, often feeling less forgivable here than they were in the barely-held-together SNES version. But there are some improvements, too! Like being able to assign weapons and spells to L1 and R1 for easy swapping and/or casting. And… that might be it? I think some of the weapons have been tweaked a bit so that they feel more unique than they used to (the whip’s range is incredible now), but I haven’t really noticed anything else that has changed, at least mechanically. It really does feel a lot like Square-Enix just took the original game’s code and tuned it just enough so that it would work in a 3D engine, for better or for worse. Depends on how you like your remakes, I suppose.
Being 3D now is definitely the biggest change that Secret of Mana’s remake has to offer, but some of the choices there have my mind completely boggled. Like, the 3D graphics have been modelled to match the original’s sprites very closely in most cases, which has its ups and downs. It’s fun to see most of the sprites fleshed out in full 3D, but some of them (Elliott and the Moogles spring to mind) just look awful as 1:1 conversion. There are a handful of characters and enemies have been redesigned entirely though, and they generally look great! Some of them are even much easier to interpret with the added level of detail (see Cannon Man as the prime example).
I think my favourite thing about the visual overhaul is actually the one thing that’s completely faithful: the mini-map in the corner of the screen shows the pixel graphics from the original game. It’s a cute little feature that doesn’t have any bearing on anything at all, but I appreciate it.
And then, there’s… *heavy sigh* the voice acting. Every single line of dialog is now voiced, and it’s not good. It’s really not good. The voice acting for most of the main characters is fine, but so many of the secondary characters and NPCs are just so hammy and cartoony that it makes me wince. Technically it does fit with the somewhat goofy tone of the game, and good on Square-Enix for actually going through all the trouble of hiring all these people to voice every single line, but it’s not enjoyable to listen to. It’s so bad, in fact, that I’ve considered turning the voice volume down to zero, but I think that listening to the entirely new chats the party has among themselves when you stay at an inn are worth the pain.
So that’s how I feel about the Secret of Mana remake so far. I only just rescued baby Flammie, so there’s a lot of game left to play, but I doubt that my initial impressions are going to change. It’s generally been such a faithful remake so far that I feel like I know exactly what to expect from the rest of the game. I’m certainly enjoying my time with this one -it’s fun enough to go through the game again with the audio/visual overhaul- but if we never see a port of this version ever again, I won’t feel any particular need to complain.
It was nice that my holidays and a Nintendo Direct finally aligned so that I could live react instead of trying to quickly write down all of my thoughts as each trailer flies by.
Splatoon Raiders (Switch2) – it’s basically all I’ve wanted from Splatoon since the series’ inception, and has left me wanting for nothing. Except more, maybe. Okay, and a lot of the post-game content is just grinding for rare drops and money, which is not the best, but the gameplay is fun enough that I keep doing it anyway.
Into the Gloom (PC) – A 2014 indie horror that got a massive update a couple years ago that brought it from “pretty good” to “this is one of the best indie horrors I’ve ever played.” Yes, it’s got poo graphics and shows its age, but its genuinely creepy atmosphere and actually good puzzles propel it above a lot of its peers, in my opinion.
Evil Awaits (PC) – A perfectly serviceable Resident Evil 4 clone, though it’s a wee bit janky and crashy. But it’s not too long and has a fun upgrade system, so I’m looking forward to some NG+ action. If I ever make the time.
Deltarune (Switch2) – I know I say this every time a new chapter releases, but chapter 5 has definitely been the best so far! Flowery is such an entertaining character, the side-scrolling gimmick is super fun, and I really like that at least for this chapter, we’re examining the idea of how “good” and “evil” are relative to one’s point of view. And as always, the music and creative boss fights are some of the best that video games have to offer.
Night at the Gates of Hell (PC) – A horror comedy that I’ve tried to watch several times, but I always fall asleep. So I just friggin’ bought it to tie up the loose thread. While the start is a little rough, once it got going and I got the hang of the jank, it was a pretty fun little game. Plus, it comes bundled with the hilarious “The Booty Creek Cheek Freak” as an unlockable mini-game.
Bomberman (NES) – If I’d known that this game was essentially just the same level 50 times over, I probably would have just skipped it. Sure, I had a suspicion after about 15 stages, but at that point I was already committed to getting to the end.
I’ve been spending most of my gaming time in July trying to finish up some half-played games and short games to build out my YouTube lineup for the rest of the year (yes I record most things way in advance). But also… there have been a couple of really amazing new games released this month!
My last post was all about how much I’ve been enjoying Denshattack!, so you can just like, scroll down or hit the ‘previous post’ button or whatever to read that. Ironically, I don’t think I’ve played it since I wrote that post, because I’ve been very busy with other things, but I’ve been thinking about it a ton and listening to the soundtrack very consistently.
And then last Friday, Splatoon Raiders finally hit, which I was very jazzed about, because I adore Splatoon but can’t for the life of me force myself to play the previous games, because they’re all so competitively multiplayer and that’s just not my jam. Raiders, on the other hand, is single-player focused, and may or may not be exactly what I’ve been wanting from the franchise. I haven’t even played for two hours yet, I don’t know for sure, but so far so good!
Off the top, it’s definitely too tutorial-heavy, but that’s just what you have to deal with from Nintendo games. It’s been great, though, as the little bite-sized stages are a blast to run through, and you’re always picking up loot which you can use to upgrade your character, weapons, and base. What really got me, though, is when I learned that there are Pikmin-style dungeons which you explore floor-by-floor in search of treasures. The gameplay is obviously completely different from Pikmin, but that “see how far down you can get” hook is just so very tantalizing to me, and realistically I’ve only actually seen the one-floor tutorial dungeon. So my imagination is going pretty crazy dreaming up what might be coming next. Hopefully it’s not too far off from reality!
And yeah… I don’t normally record my playthroughs of big, new games (I usually prefer to savour them at a more casual pace), but this is a thing:
A new video game called Denshattack! was released earlier this week. I’d been going out of my mind waiting for it ever since I learned of its existence in Nintendo’s Indie World Showcase back in March. It has been a grueling 4 months and change.
Thankfully, the game is exactly what I was hoping it would be. Which is to say: slick, stylized, and super fun. Gameplay is like (modern) Sonic the Hedgehog meets Tony Hawk’s Pro Skater meets a rollercoaster, with an aesthetic that reminds me of Splatoon, Jet Set Radio, and Katamari Damacy all at the same time.
Anyway, I have other things to do right now, but here’s the launch trailer:
I’m only about a quarter of the way through so far, but it’s looking like this will absolutely be one of my top 3 games of the year. It won’t likely be #1 because Pokémon Pokopia exists, but maaaaaaaaaan, I’m starting to waver on that.
I just completed my first run of a game called Hollowbody. This is an independently-made survival horror game; unmistakably modern, but with a clear sense of reverence for the classics. If I had to compare it to anything, I would say it’s like Silent Hill mixed with Chasing Static and maybe a little Among Ashes. Not that anyone knows what those last two are, but that’s the feeling I got from it.
Actually, I just looked it up, and Among Ashes was released a few months after Hollowbody, so… neither one is likely an inspiration for the other, but there are definitely a few shared elements between the two.
Aaaand digging deeper into it, Headware Games developed both Chasing Static and Hollowbody. So I suppose the mystery of why they feel somewhat alike has been solved.
Okay, anyway, back to what I actually came here to say: I like Hollowbody! A lot! So much so that I played the game start-to-finish in a single sitting, and I rarely ever do that for games with a run time of over about 90 minutes. There were multiple times when I thought “Ehhh, maybe it’s time to take a break…” but then just kept on trucking because I was so very enraptured. And that’s a little surprising in retrospect because the first half hour or so of the game was pretty darn rough.