Visions of Mana

Visions of Mana

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Jobko Aug 27, 2024 @ 2:27am
Great Visuals, Boring Combat/Story
Visuals are amazing, genuinely really great. UI is not to my liking, feels a bit childish. Story is extremely generic, your typical band of heroes going on a quest that have special powers, nothing interesting or compelling.

English voice actors are quite jarring, with each one having a completely different accent, with one sounding like a Southern American... Kind of took me out of it at first, but by the end honestly I just wanted to hear the American lass more than any of the other mundane robotic sounding characters.

Combat seemed okay at first, but then reading the damage numbers I noticed that I was just doing more damage by spamming heavy attack than light, so I did that. T̶h̶e̶r̶e̶'̶s̶ ̶n̶o̶ ̶c̶o̶m̶b̶o̶s̶ ̶o̶r̶ ̶w̶a̶y̶s̶ ̶t̶o̶ ̶k̶n̶o̶c̶k̶ ̶e̶n̶e̶m̶i̶e̶s̶ ̶u̶p̶ ̶i̶n̶ ̶t̶h̶e̶ ̶a̶i̶r̶ ̶t̶o̶ ̶j̶u̶g̶g̶l̶e̶, or procs, or charged attacks, or parry, or block, or anything that adds a minute amount of difficulty to min max damage. It's extremely lacking in depth. If you're far away, spam fireball; if you're up close, spam heavy attack; if the enemy attacks you, roll; stand out of red ground markers - that's about it, at least for the demo. They didn't even introduce a skill tree or anything that I could see, though maybe that's a lack of me paying attention, idk. There's elemental resistances, but the game just tells you next to the enemy whether to use your element or not, but the indications weird, as it makes me think that the starting character will only ever have fire abilities, because it doesn't indicate what the enemies resistant to, just that it's resistant.

Animations don't help the combat either, and honestly it's fine, not terrible, but the vaulting animation looked so jarring when it first happened, and there's a complete lack of feedback in the animation and reaction of enemies when you hit them... Especially the boss you fight at the end. It just feels weightless.

Overall this is a great game for a kid, if you have one, but at this price point... There's way too many games to pick from to make it worth it in this genre. If you want a game that's similar, I'd get Granblue Fantasy Relink, as it's basically the same game, but actually has a lot of the things I talked about in the combat section, has a moderate amount of difficulty/challenge, and feels impactful/exciting to play. Visuals are also nicer for the characters in that game, and don't share the same talking playdo look of Mana, with the oval mouths that shrink and grow to talk.

It's a good 6/10 for me from what I played in the demo, nothing special really, but it's extremely pretty, and if you're a fan of the series, maybe the story is a lot better for you, or something you'd be more excited for.
Last edited by Jobko; Aug 31, 2024 @ 1:56am
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Showing 16-23 of 23 comments
Blurey Aug 29, 2024 @ 1:55am 
Originally posted by God Save The King:
What is it with all these clowns lying about the game? There are multiple ways to juggle enemies in the demo, from the wind boomerang to Careena and Val's pause combos. Why do you think anyone cares about your opinion when you are literally too stupid to read the instructions in the demo.

People do it deliberately. And it's so annoying to deal with. They run with the answers that will trigger people to get the Jester Award for Steam points
Doom_Cookies Aug 29, 2024 @ 2:00am 
Originally posted by Jobko:
Originally posted by butt_hash:
in the demo there were literally attacks that launch the opponent that allow you to follow up if you jump cancel or dash cancel into an air sequence. but even with this, i agree the combat still does not "feel good"

Do you hit the enemy in the air once and then the combo ends, or can you actually string moves together to keep them in the air. Knocking up and then hitting them imo doesn't count. Maybe I missed something, the game had WAY too many pop ups for me to bother reading.

In the tutorial, your tutorial character has a Light Attack combo that knocks enemies into the air. I noticed that your main character, once you get him, does not have this at the start. But I imagine that you learn it later. I sure hope you do.

It's a pause combo, so what you'd do is:

Light Attack -> Pause (press nothing for a moment) -> Light Attack (upward swing that knocks up enemies and brings you airborne with them) -> mid-air Light Attack combo.

You can extend this a bit by doing the first three hits of the normal Light Attack combo before pausing for the knock-up, and following the mid-air Light Attack combo with a mid-air Heavy Attack to slam the enemy back down to the ground. If the enemy is knocked down once grounded from this they will be just out of reach of your Normal Attack, but you can use Heavy Attack to close the gap for a Heavy Attack combo before they stand back up. So, on Xbox controller that would be:

X X X -> Pause -> X (Upswing) -> X X X -> Y (Downswing) -> Y Y
Jobko Aug 31, 2024 @ 1:53am 
Originally posted by God Save The King:
Originally posted by Jobko:

Does the game even have a skill tree to make the combat better? Also a lot of what I've said doesn't get better with progression. Like if all you're getting is new abilities, it's not going to improve the combat, it just gives you more buttons to press.
Did you even open the character menu? What a joke.

Didn't have to. Since you did, are you able to answer my question, or are you just going to call me a joke again?
Jobko Aug 31, 2024 @ 1:55am 
Originally posted by Doom_Cookies:
Originally posted by Jobko:

Do you hit the enemy in the air once and then the combo ends, or can you actually string moves together to keep them in the air. Knocking up and then hitting them imo doesn't count. Maybe I missed something, the game had WAY too many pop ups for me to bother reading.

In the tutorial, your tutorial character has a Light Attack combo that knocks enemies into the air. I noticed that your main character, once you get him, does not have this at the start. But I imagine that you learn it later. I sure hope you do.

It's a pause combo, so what you'd do is:

Light Attack -> Pause (press nothing for a moment) -> Light Attack (upward swing that knocks up enemies and brings you airborne with them) -> mid-air Light Attack combo.

You can extend this a bit by doing the first three hits of the normal Light Attack combo before pausing for the knock-up, and following the mid-air Light Attack combo with a mid-air Heavy Attack to slam the enemy back down to the ground. If the enemy is knocked down once grounded from this they will be just out of reach of your Normal Attack, but you can use Heavy Attack to close the gap for a Heavy Attack combo before they stand back up. So, on Xbox controller that would be:

X X X -> Pause -> X (Upswing) -> X X X -> Y (Downswing) -> Y Y

Ah okay. Yeah I was either just mashing x or y so I never saw this in my game. Thanks for the information. Doesn't really solve what I wanted out of the game, but definitely makes it better than what I originally thought.
REBirthTheEdge Aug 31, 2024 @ 2:01am 
Still deserving support for the comfy world design and the nice character designs.
Jobko Aug 31, 2024 @ 2:06am 
Originally posted by REBirthTheEdge:
Still deserving support for the comfy world design and the nice character designs.

If that's enough for you to support a game, then yes, I agree those two aspects are great, and you'll enjoy the game.
REBirthTheEdge Aug 31, 2024 @ 2:07am 
Originally posted by Jobko:
Originally posted by REBirthTheEdge:
Still deserving support for the comfy world design and the nice character designs.

If that's enough for you to support a game, then yes, I agree those two aspects are great, and you'll enjoy the game.
Thank you, m8.

Too bad I can't buy it NOW.
Doresh Aug 31, 2024 @ 2:37am 
Loving the story, actually. The humor might be a bit childish, but the plot has like Illusion of Gaia/Time levels of balls.
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Date Posted: Aug 27, 2024 @ 2:27am
Posts: 23