Showing posts with label Game. Show all posts
Showing posts with label Game. Show all posts

Tuesday, May 11, 2010

New D.C. ~Da Capo~ OVA to Ship with D.C. I & II P.S.P.

New D.C. ~Da Capo~ OVA to Ship with D.C. I & II P.S.P.

posted on 2010-05-10 11:47 EDT
PSP port of PlayStation 2 games to bundle anime on Blu-ray, DVD

The official website of the adult game studio CIRCUS has announced on Monday that CIRCUS will ship its D.C. I & II P.S.P. game in a Platnum Pack with a new D.C. ~Da Capo~ original video anime (OVA) on October 28. The D.C. I & II P.S.P. release takes the edited Sony PlayStation 2 versions of the D.C. ~Da Capo~ and D.C. II: Da Capo II romance story games, and ports them to the Sony PlayStation Portable (PSP) console with all 27 heroines. CIRCUS is supervising the entire bonus OVA project, which will come on a Blu-ray Disc and on a DVD. The Platinum Pack is limited to 5,000 sets, and it is only available directly from the CIRCUS retail site.
In addition to the new OVA, the Platinum Pack will also bundle other video extras on the special contents DVD, a D.C. "Kosobayui" (D.C. "Ticklish") CD, a Visual Chronicle art booklet, "bathing-together" posters (which are apparently waterproof) of all 27 heroines, a personalized "official CIRCUS D.C. fan certificate," and a special deluxe box.
CIRCUS had announced during its 10th Anniversary Premium Concert and Announcement event last November that it was porting its D.C. series to the PSP. It had also announced that it had an "all-new D.C. anime in the works." An magical girl anime spinoff based on the Sakura Yoshino character from the first D.C. ~Da Capo~ game has since been green-lit. CIRCUS has not specified if the D.C. I & II P.S.P. Platinum Pack will contain the Sakura Yoshino anime or a different one.
Thanks to Cloud668 for the news tip.

Wednesday, May 5, 2010

Tokimeki Memorial 4 Dating Simulation Game Gets Manga

Tokimeki Memorial 4 Dating Simulation Game Gets Manga

posted on 2010-05-05 08:00 EDT
Pairan to draw manga in Dengeki Maoh; game had already inspired anime

The website for Konami's Tokimeki Memorial 4 dating simulation game announced on April 27 that an official manga series adaptation has been green-lit. The story will center around Miyako Ōkura, the childhood friend of the protagonist. The manga will launch in the July issue of ASCII Media Works' Monthly Dengeki Maoh magazine on May 27. Pairan will draw the manga after illustrating a preview in the current June issue, which shipped on April 27.
Konami had already shipped the game last December in a limited Complete Set edition with an original video animation project called -Hajimari no Finder-.
[Via Moon Phase]

Wednesday, April 28, 2010

The X Button Wondering Heroes

The X Button
Wondering Heroes

by Todd Ciolek, Apr 28th 2010

This month's import roundup includes an Ys game, which makes this a good time to point out that I find the Ys series bland and forgettable. But then I never got to know the Ys games in my youth, and I expect that a lot of today's Ys fans did. Even though I tried Ys III for the Super NES, it lacked the overhead viewpoint and generous anime cutscenes that defined Ys. If you wanted the real Ys, you needed to play Ys Book I and II, seen in North America only on the TurboGrafx system's CD peripheral. And I didn't know any kids who owned one of those. A friend who owned a regular TurboGrafx was rare enough.

So if I seem less than enthusiastic about Ys, you can blame my parents and my friends' parents for not buying us every expensive game console that we laid eyes on. Don't let this happen to your own children, anime fans of today.


NEWS


FIRST SCREENS OF THE LAST STORY EMERGE
Why should RPG fans care so much about The Last Story? Well, it's the next major project for Final Fantasy series creator Hironobu Sakaguchi and his Mistwalker studio, and it's showing up on the Wii, which isn't a haven for showy Japanese RPGs right now. It's also backed by Nintendo, and Nintendo can throw a decent budget behind its RPGs. And with Persona 5 undetailed and Final Fantasy XIII a relative disappointment, those who cling to the J-RPG genre need to look forward to something.


The first actual screens of The Last Story showed up this week, and they're promising even if they don't say too much. But hey, the game's world is far more down-to-earth in its medieval fantasy than, say, Arc Rise Fantasia, and its two main characters have some pretty impressive hair! Furthermore, it's established that the heroine is actually wearing more than the hero, thus rebelling against the usual J-RPG practice! All right, so little is known about the actual story, aside from the fact that it involves an island nation trying to throw off invaders by exploiting a magically empowered village.


Other shots depict the game's battle system, which requires characters to find protective circles on the field of play. Some circles heal and others allow special attacks, but all of them slow down the flow of combat and allow the player to enter commands. It's an interesting hybrid of real-time battles and player-controlled turns, and there's also a new method of interrupting enemy strikes. Glowing arrows show just where a foe is aiming an attack, and it's up to the player to keep enemies off of weaker party members. The game's director also mentions a system of “order and chaos,” which could mean just about anything.


Of course, we still don't know who that director is. Yasumi Matsuno confirmed via Twitter that he's not involved with the project, and people only suspected him because of the game's grimy medieval tone and his ties to Sakaguchi. I assume we'll find out our mystery director's identity before The Last Story hits Japan later this year.

XENOBLADE CHARACTERS REVEALED
The other major upcoming Wii RPG, Xenoblade isn't being nearly as stingy with its details as The Last Story. The Xenoblade website now has character profiles and other details about the game, which finds two warring races living on the giant corpses of fallen gods. The Homs race is, of course, a human equivalent, and they're joined on their home-corpse by at least two other species: the advanced humanoid Hienter and the egglike Nopon. The antagonists are known as the Kishin, and they're the buglike machines shown wreaking havoc in various Xenoblade trailers.


Three of the player-controlled characters can be seen at the website: Shulk is the ostensible hero, Fiorung is Shulk's childhood friend, and Dunban is Fiorung's older brother and an established warrior. Dunban once used the plastic-looking red Monado sword to fend off a Kishin invasion, but he's now too old (that's 30 in J-RPG terms) to control it, leaving Shulk to take up the mantle. The site features two “sub characters”: Shulk's surrogate dad Dikson, and Dunban's Wolverine-clawed rival Mumca. Famitsu recently announced even more characters: the soldier Rein, the crossbow-wielding Carna, the Hienter mage Melia, and the impish Nopon comedy-relief, Riki. The Monado sword is nearly a character itself, as it has a strange ability to destroy Kishin forces while not affecting anything else. Perhaps it'll play a significant role in Xenoblade's gameplay, the inner workings of which are still under wraps.

KING OF FIGHTERS: SKY STAGE HEADS TO PSP
The King of Fighters: Sky Stage seemed like a cheap spin-off when it was first announced, as it put only two characters from SNK's fighting franchise into a mundane-looking shooter. Since then, it's grown into a fairly prominent SNK release, jumping from arcades to Xbox Live and, most recently, the PSP. The King of Fighters: Sky Stage Ultimate Shooting includes the arcade version of the shooter, along with many other modes new to the PSP port. “Neo Geo Heroes” offers a branching selection of stages, along with several new characters. The original game features Kyo, Iori, Athena, Mai, Terry, and Kula from The King of Fighters, while Ultimate Shooting adds Marco from Metal Slug, Akari from The Last Blade, and, of course, the buxom maid Iroha from Samurai Shodown.


Sky Stage still resembles the typical modern 2-D shooter, what with the blue-and-pink bullets flying all around. Yet the fighting-game cast adds a unique attack system, as they unleash their special moves while darting between enemy fire. One wonders how a vertical shooter will fare on the PSP's horizontally longer screen, and we'll find out when the game hits Japan in July. I wouldn't rule out an American release, either.


IMPORT ROUNDUP: APRIL


KETSUI
Developer: Cave
Publisher: Cave
Platform: Xbox 360
Players: 1-2

Well, all good things come to an end. Shooter fans and Xbox 360 owners have enjoyed region-free Japanese releases of Cave shooters ESPgaluda II and Mushihime-sama Futari, but Cave's given up that whole idea. Now North American geeks can't grab the long-delayed port of Ketsui and put it in an off-the-shelf Xbox 360. Outrage over this has been minor, possibly because Ketsui has sedate artwork instead of bug-riding schoolgirl princesses or fairy-winged revolutionaries who change sex in midair. Not that the shooter faithful will judge Ketsui by its somewhat generic looks. They'll judge it by the scoring system, the enemy patterns, and just how many red or blue bullets can fill the screen. Fortunately, Ketsui's an exact replica of the arcade version, plus a few extra modes. Lacking any major gimmick, Ketsui stands closer to Cave's Dodonpachi series in style: futuristic ships tear through the skies and similarly high-tech armadas, with destroyed enemies disgorging little numbered boxes. The closer you get to a foe before destroying it, the higher the number is. This inflates your score and makes you a better person in all walks of life.
Import Barrier: You'll need an Xbox 360 that can run Japanese games. Or you can get the region-free Ketsui Death Label for the DS, even if that's not exactly the same.
Chances of a Domestic Release: Better that you might think, now that Aksys Games is releasing Cave's Deathsmiles here later this year.

IKKI TOUSEN: XROSS IMPACT
Developer: Marvelous
Publisher: Marvelous
Platform: Sony PSP
Players: 1-2

Would Ikki Tousen be better off as a video game than an ongoing series of comics and cartoons about high-school girls shredding their clothing? All of the buxom, fragilely dressed female characters and martial-arts ribaldry would be slightly more tolerable in a hyperviolent game, and Japan's filthy statue industry could still profit from it. What's more, it'd free up anime director Koichi Ohata to make that long-promised M.D. Geist III. Of course, there are still Ikki Tousen games, and the latest is Xcross Impact, a brawler in which 22 Ikki Tousen heroines high-kick their way through street punks, school thugs, and even other barely clad women. Players choose two characters and switch between them during combat, interrupted by occasional attempts at a storyline. In technical terms, the game looks decent, with large, detailed characters capturing the look of their anime inspiration. That look is often hidden behind huge images of warrior women falling out of their torn clothes, and there will be few complaints from Ikki Tousen fans here or in Japan. Those same fans may also be interested in the game's two new faces: the scheming Ato and the unassuming Chinkyui, neither of whom wears battle-ready attire.
Import Barrier: Not much, as long as players skip the dialogue. And they will.
Chances of a Domestic Release: Valcon Games canceled a domestic release of Ikki Tousen: Shining Dragon for the PlayStation after the game earned an M rating, and no North American publishers have touched the franchise since then.

YS: THE OATH IN FELGHANA
Developer: Falcom
Publisher: Falcom
Platform: PSP
Players: 1
A.k.a.: Ys: Felghana no Chikai
Ys III: Wanderers from Ys was the black sheep of the first four Ys games. The other titles are action/RPGs with overhead perspectives, but Ys III is a side-scrolling game where Adol, in contravention of Ys tradition, actually swings his sword at enemies instead of running into them. Ys III was not remembered fondly, but for many American kids who owned only a Genesis or a Super NES, Ys III was all they really saw of the series. Back in 2005, Falcom decided to remake Ys III into the game it probably should've been fifteen years prior. The Oath in Felghana is an overhead action/RPG like just about every other Ys game, and it expands upon the original with a time attack mode and a larger story about adventurer Adol staring down yet another ancient evil force. The recently released PSP version of the game is bundled with a special-edition drama CD, a reminder of the days when Ys games and soundtracks ruled their own corner of Japan's Game and Anime Empire. Now they're just some old franchise in a retirement home, playing checkers with Tengai Makyo and Breath of Fire.
Import Barrier: It's a straightforward game, but you'll need to understand some of the dialogue.
Chances of a Domestic Release: Ys VII is all but confirmed for a U.S. release, so there's a slim chance that The Oath in Felghana will follow it.


NEXT WEEK'S RELEASES



MONSTER RACERS
Developer: Tecmo/KOEI
Publisher: UFO Interactive
Platform: DS
Players: 1-4
MSRP: $29.99
Monster Rancher finished third in the creature-collecting anime craze of the late 1990s, falling shy of Digimon's popularity and never even touching Pokémon. Yet Monster Rancher is still around and still getting spin-offs like Monster Racers, so that must count for something. Far from a cheap Mario Kart retread, Monster Racers is a creature-raising simulator where side-scrolling marathons take the place of traditional battles. Players hunt down creatures, train them, and then turn them loose in 2-D stages alongside various other Monster Rancher beasts. There's a multiplayer WiFi mode, plus a tournament mode and the now-traditional choice of a male or female player-avatar, each with an allegedly distinct “storyline.” The game's assortment of 80-plus creatures doesn't seem to have any of the original Monster Rancher characters, so you can forget about Monster Racers resolving those long-unanswered questions posed by the anime series back in 2000.
Get Excited If: You remember the name of the yellow, one-eyed monster.

EXTRA LIVES: MACROSS


Anime fans will forever remember Robotech as a titan of '80s cartoons, but it was more that just three anime series smashed together. Through the merchandizing wonders of that decade, Robotech had its own toy lines, RPG books, novels, and even, in scarce form, a movie. Yet one area of pop-culture licensing remained untouched by Robotech: video games. Robotech games wouldn't emerge until the decade was over, even though a suitable NES game existed in the form of a Super Dimension Fortress Macross shooter.

This particular Macross game emerged on the Famicom in 1985, roughly a year before the system would come to America as the NES. As an early Famicom title based on an anime series, it does its best to evoke the air of its license without any attempt at plot: a Minmay doll bangs a gong, and then you're hurling through space in a transforming valkyrie fighter, circular explosions dotting the starfield behind you. Even in this basic Macross shooter, the designers were careful to include the valkyrie's three modes. The jet fighter rushes across the battlefield, but it fires relatively slowly. The gerwalk mode slows down the speed of the game, but it shoots rapidly. The battroid also moves even slower, but it can fire quickly in two directions. And, because the NES and Famicom had only two action buttons, players have to push select to launch a limited burst of the valkyrie's missiles.

The Macross shooter begins with a simple run through a space battle. Zentraedi fighters and battle pods swoop your way, often flying straight past without noticing you. Weathering these attacks, you come to the hull of a Zentraedi battleship. Inside, you endure a few more phalanxes of enemies before taking on the ship's core. It's soon destroyed, and you're off to the next level.

Now, Macross was primarily a space opera, but it has plenty of opportunities for new scenery. Surely the next stage will show the bleak landscapes of a destroyed Earth, the city interiors of the SDF-1, or perhaps a run through the weird organic Zentraedi fortress that looked so imposing in Macross: Do You Remember Love?

Suckers. The next level is exactly like the first, except with floating mines. It has the same background, the same three types of enemies, the same goal, the same length, and the same grating 8-bit version of Minmay's “Little White Dragon” looping constantly. Later levels make the bold move of adding in Zentraedi mecha suits and battleship turrets, but the game's still a chore by the third stage. It wouldn't be all that bad if it had some variety: the graphics are serviceable for a first-generation NES game, and the controls respond slightly better than those in early Famicom anime adaptations like Fist of the North Star, Zeta Gundam, or Chubby Cherub.

Harmony Gold and its business partners could've turned Super Dimension Fortress Macross into a Robotech shooter just in time for the 1986 debut of the NES. Change the title screen, pipe in some less repetitive music, and you'd have a Robotech game for kids to play just after they'd finished watching syndicated Robotech reruns or commercials for the “Women of Robotech” line of dolls.

Yet no one bothered bringing a Macross shooter to the States back then, and it was all for the best. Without some serious re-working, this early Famicom game would've only disappointed young Robotech fans. They'd spend their birthday money on it, get bored after 48 seconds, and then perhaps bitterly defend the game to friends before admitting the ugly truth of it. We should thank the architects of Robotech for preventing all of that.

The Super Dimension Fortress Macross is relatively common among Famicom games, and copies can get as cheap as five bucks at auction sites. Fans might be more interested in the packaging, as it has some unique Macross artwork.

Monday, April 19, 2010

Vagrant Story

Vagrant Story
North American box art of Vagrant Story
Box art illustrating protagonists Ashley Riot and Callo Merlose, drawn by Akihiko Yoshida.
Developer(s) Square
Publisher(s) Square
Designer(s) Yasumi Matsuno
Artist(s) Akihiko Yoshida
Hiroshi Minagawa
Composer(s) Hitoshi Sakimoto
Platform(s) PlayStation, PlayStation Network
Release date(s) PlayStation
JP February 10, 2000
NA May 15, 2000 (delayed in Canada)
EU June 21, 2000
PlayStation Network
JP August 12, 2009
EU December 22, 2009[1]
Genre(s) Console role-playing game
Mode(s) Single-player
Rating(s) CERO: B
ELSPA: 11+
ESRB: T
OFLC: MA15+
Media 2 × CD-ROM (NA)
1 × CD-ROM (PAL)
Vagrant Story​ (ベイグラントストーリー Beiguranto Sutōrī?) is a Japanese-developed console role-playing game developed and published by Square (now Square Enix) for the PlayStation video game console. The game was released in 2000, and has been re-released through the PlayStation Network for the PlayStation 3 and PlayStation Portable consoles nine years later. Vagrant Story was primarily developed by the team responsible for Final Fantasy Tactics, with Yasumi Matsuno serving as producer and director.
The game takes place in the fictional kingdom of Valendia and the ruined city of Leá Monde. The story centers on Ashley Riot, an elite agent known as a Riskbreaker, who must travel to Leá Monde to investigate the link between a cult leader and a senior Valendian Parliament member, Duke Bardorba. In the prologue, Ashley is blamed for murdering the duke, and the game discloses the events that happen one week before the murder.
Vagrant Story is unique as a console action/adventure role-playing game because it features no shops and no player interaction with other characters; instead, the game focuses on weapon creation and modification, as well as elements of puzzle-solving and strategy.[2][3] Overall, the game received positive reviews from gaming magazines and websites.

Gameplay

Vagrant Story is a solo dungeon crawl, in which the player controls Ashley Riot from a third-person perspective while exploring Leá Monde and the catacombs underneath. The player may also switch into first-person perspective to allow for a 360° view using the L1 and R1 buttons on the game controller. Characters and sprites are proportionate with each other, and the player navigates Ashley on a three-dimensional field map. Navigation is in real-time, and areas accessed by the player are stored in an in-game map menu.[4][5]
Ashley can run, jump, and push crates and cubes to navigate around obstacles, adding puzzle and platforming elements to gameplay.[4] During the game, the player must sometimes solve block puzzles to advance the story. When the player returns to a completed block puzzle room, a time-attack mode called "Evolve, or Die!!" begins. Players must reach the end of the room in the shortest time possible, after which they are ranked. This stage is optional and can be turned off from the menu.[2][5]
In the field map, players may engage the enemy as soon as they enter Battle Mode. In Battle Mode, when the player taps the attack button, a wire frame sphere appears around Ashley. Individual body parts within this sphere can be targeted. The battle system involves the player chaining different attacks known as Chain Abilities to achieve large combos and deal damage to the enemy. This is done by pressing buttons in timely succession, making combat resemble a rhythm game.[4] In addition to Chain Abilities, Defensive Abilities allow Ashley to reduce or reflect damage or avoid status ailments. Ashley also gains Break Arts, which exchange his hit points (HP) for increased damage.[3]
Ashley attacks a Crimson Blade soldier. The exclamation mark indicates the point where the player can chain attacks; reflexes must be keen to inflict higher damage to the enemy.
Magic in Vagrant Story is learned later in the game using Grimoires, items dropped by enemies. Once a Grimoire is used, the magic spell associated with the Grimoire will remain in the menu, and players only need to spend magic points (MP) to cast a learned spell. Magic spells can be used to attack, heal, create status effects, and manipulate Ashley's elemental and enemy affinities. Certain magic spells allow the player to affect multiple targets by using a small sphere positioned within the Battle Mode wire frame. Unlike physical attacks however, magic attacks cannot be chained.[4][5]
Risk is an essential element in the battle system. A Risk bar is placed below the HP and MP bar, representing the Risk Points the player has accumulated. Risk Points affect Ashley's concentration; the longer Ashley attacks a target, the more his Risk Point accumulates — lowering his accuracy and defenses. Chain and Defensive Abilities increase Risk faster than regular attacks, while Break Arts do not increase Risk at all. Enemy attacks and spells deal more damage if the player has high Risk. The advantage, however, is the higher chances for the player to score critical hits and restore higher HP.[5]
Vagrant Story's crafting system allows the player to create and customize weapons and armor in designated "workshop" areas, inputting various ranges, strengths, and statistics. Weapons fall into one of three main damage types: blunt, piercing, and edged. Equipment are influenced by their material and affinity to enemy classes and elements.[2] Affinities influence the effectiveness of weapons and armor; however, equipment might lose one form of affinity when it gains another type. Weapons and armor can be combined, merging their affinities and sometimes creating a new type of blade or armor in the process.[4]
Like several Square titles, the New Game Plus option is made available to the player upon first completing the game. In Vagrant Story, selecting "New Game+" enables the player to replay the story using their end-game weapons, items, and statistics instead of the defaults.[2] This option allows players to access a hidden level, which features more intimidating enemies and more powerful equipment. The story does not change, and original enemy statistics will remain at default.

Plot

Setting

Vagrant Story is set in the fictitious city of Leá Monde, while the kingdom of Valendia is engulfed in civil war. Leá Monde is an old town with a history spanning more than two millennia. Located on an island surrounded by reefs, the walls have been the "witness of many battles" and are "stronger than the mightiest forts of Valendia".[6] In its golden years, Leá Monde was a thriving community until an earthquake struck the town 25 years before the game, destroying the city and leaving the ground unstable.[7]
The Grand Cathedral and the Temple of Kiltia are at the center of the city. Beneath the ground is an abandoned mineshaft and limestone quarry, the darkened labyrinths of an "Undercity", and the dark Iron Maiden dungeon.[6] The maze-like Snowfly Forest, named for the so-called snowflies that can be found within, grows around the city. Other locations include the Graylands, the setting for the prologue event; and Valnain, the city where the Valendia Knights of Peace's Headquarters is located. While Valendia and Leá Monde are fictitious, the game's scenery is inspired by real-life landscapes of the southwest of France, including the city of Saint-Émilion.[7]

Characters

The protagonist is Ashley Riot, a male member of the Valendia Knights of the Peace (VKP) in pursuit of a cult leader named Sydney Losstarot. Sydney, leader of the religious cult Müllenkamp, laid siege to Duke Bardorba's manor in search of a key and kidnapped Bardorba's son, Joshua. Ashley's partner is Callo Merlose, an agent of the VKP Inquisitors. Also attempting to capture Sydney is Romeo Guildenstern of the Crimson Blades, whose mission was undertaken without the approval of the VKP.[8]
Ashley is a Riskbreaker, a militant division of the VKP responsible for upholding state security and law.[9] Although Callo accompanies him, Ashley does not accept her as a combat partner due to her lack of combat experience.[10] Callo ends up being Sydney's hostage and discovers the truth of Müllenkamp's activities. Another Riskbreaker, Rosencrantz, appears during Ashley's battles in Leá Monde, briefing him on the plans of the VKP, Sydney and the Cardinal, and subsequently his take on Ashley's past. This casts suspicion on Ashley's behalf, as Riskbreakers always work alone.
The Crimson Blades, under direct orders of Cardinal Batistum, are a group that is part of the Cardinal's Knights of the Cross, in charge of seeking heretics and quelling cults.[11] Romeo Guildenstern, their leader, is a pious man, deeply faithful to his belief and consequently immune to the Dark's powers. Under orders of the Cardinal, he pursues Sydney with a small army in his command and his captains: Samantha, Duane, Grissom, Tieger and Neesa.[12]
Müllenkamp is a cult based in Leá Monde.[13] The city suffered a catastrophe when the population was killed in an earthquake.[14] The city, filled with corpses controlled by Darkness, is the cult's stronghold. Sydney and his accomplice, Hardin, survive the pursuit of the Crimson Blade, though Hardin sometimes doubts Sydney's intentions.

Story

The plot of Vagrant Story, titled "The Phantom Pain", is presented as the prelude to the "story of the wanderer".[15] Beginning in the Graylands, Ashley and Callo are sent by the VKP to Duke Bardorba's manor to investigate the Duke's involvement with Müllenkamp and the Cardinal's interest in Sydney Losstarot.[8][16] Ashley infiltrates the manor and encounters Sydney, witnessing his powers first hand.[17][18] Sydney escapes with his accomplice Hardin and the Duke's son Joshua, leaving Ashley with a clue to his whereabouts.[19] This event was dubbed the "Graylands Incident".
Ashley Riot faces a wyvern during the opening sequence. The game directly switches between event cutscenes and gameplay using the same character models.
Ashley and Callo arrive in Leá Monde and a lone Ashley infiltrates the city through the underground wine cellars. Along the way, he learns of objects holding magical power known as Grimoires and the city's power to spawn the undead and mythological creatures.[20] He encounters Guildenstern and his lover Samantha, and learns of the condition known as incomplete death and the Cardinal's true intention for his pursuit of Sydney: immortality.[21][22] The Crimson Blades confront Ashley and reveals his presence to Guildenstern.
Escaping unharmed, Ashley encounters Rosencrantz who intends to join him, though Ashley declines.[23] Rosencrantz tells him of the VKP and the Parliaments' knowledge of the dark powers of Leá Monde, and that the hidden powers deep within a person can be unleashed with the help of the Dark. In his encounters with Sydney, Ashley is shown visions of his past, where his wife Tia and his son Marco are killed by rogues. Meeting Rosencrantz again, Ashley is told that they were not his family, but mistaken targets he killed during a mission of theirs. Ashley's guilt over their deaths was manipulated by the VKP to turn Ashley into a loyal Riskbreaker.[24] Ashley recalls his hidden battle skills and experiences "clairvoyance", seeing the progress of the Crimson Blades, which leads him to the Great Cathedral.
Sydney had captured Callo earlier and brought her with them. Callo learned that Hardin was skeptical of Sydney's plans.[25] She begins to develop the powers of "heart-seeing", a form of telepathy, as they continue their escape deeper into Leá Monde.[26] With her powers, she learned of Sydney's intentions and Hardin's reason to join Müllenkamp and his closeness to Joshua.[27][28][29] Sydney left them to stop the others from advancing; taunting Guildenstern and Samantha, and provoking Ashley to follow him as he intends to bestow his powers upon Ashley.[30] Ashley was not interested in inheriting the powers of Darkness; seeing that Callo had been captured, his only intention is to rescue her.[31]
While discussing the Gran Grimoire, a powerful source of magic, Guildenstern and Samantha discover ancient Kildean letterings carved throughout the city walls.[32] Rosencrantz reveals that the city is the Gran Grimoire and its power lies at the city center: the Grand Cathedral. As Guildenstern leaves for the Grand Cathedral, Rosencrantz searches for Ashley and Sydney. Finding them, Rosencrantz uses his immunity against Darkness and forces Sydney to surrender his powers.[33] Rosencrantz also assaults Ashley to prove that he is not a suitable candidate for the powers of Darkness.[34] Sydney refuses to listen and kills Rosencrantz by using a possessed statue, leaving Ashley to once again prove himself as his chosen successor.
Guildenstern continues on to the Great Cathedral in the center of the city, leading him to Callo, Hardin and Joshua. Interrogating Hardin about a certain "key" known as the Blood-Sin,[35][36] Guildenstern reveals his intentions in acquiring the Dark's powers.[37] Sydney arrives to teleport Hardin and the rest away, leaving him to Guildenstern. Guildenstern acquires the "key" from him and murders Samantha as his sacrifice for the powers of darkness. Ashley arrives later and listens as Sydney reveals his true intentions.[38] Ashley then confronts Guildenstern and manages to defeat him.
Upon Guildenstern's defeat, Ashley, now bearing the "key", carries Sydney out of the collapsing city. The creatures spawned within the city begin to disappear. Callo, Hardin and Joshua escape the city, though Hardin dies and the fate of Callo and Joshua remains unknown. In the epilogue, Ashley goes to visit the ailing Duke Bardorba in his manor, although once they were alone, it was Sydney who was in the room. Sydney tells the duke that he had found a suitable heir to the Darkness in Ashley, and that their plan to inherit the powers of Darkness was successful.[39] The duke then proceeds to kill Sydney, and he himself died soon after of unknown causes. In a report received by the VKP a week after the Graylands Incident, the duke was believed to be murdered, and Ashley became the prime suspect, though he was never found again.

Legend of Legaia

Legend of Legaia
Legend of Legaia Coverart.png
Developer(s) Contrail
Publisher(s) Sony Computer Entertainment
Composer(s) Michiru Oshima
Kōhei Tanaka
Platform(s) PlayStation
Release date(s) JP October 29, 1998
NA March 17, 1999
EU November 15, 2000
Genre(s) Role-playing game
Mode(s) Single-player
Rating(s) ESRB: E (Everyone) (originally given a Teen rating, changed prior to release)[citation needed]
Media 1 CD-ROM

Legend of Legaia (レガイア伝説 Regaia Densetsu?) is a 1998 Sony PlayStation role-playing game created by Contrail. The game features RPG gameplay, including Japanese character voices and a unique storyline. The game was followed by a 2001 video game Legaia 2: Duel Saga on the PlayStation 2. The sequel, rather than continuing the first game's storyline, merely provides an original story set in the homonymous Legaia.

Setting

The game is set in a unnamed world, which is covered in a substance called mist.

Plot

The game follows Vahn, the quiet main hero, Noa, an excitable feral child and Gala, a curt warrior monk, on their quest to revive all ten Genesis Trees throughout Legaia in an attempt to vanquish the evil Mist which covers the world. Vahn initially thwarts the coming of the Mist into his hometown Rim Elm by reviving the local Genesis Tree and merging with the Ra-Seru entity "Meta" following an attack by Zeto (who used the Juggernaut to bring down Rim Elm's walls). Together they depart on a quest through Drake Kingdom that ends with them meeting Noa and her Ra-Seru companion "Terra" atop Mt. Rikuroa. They in turn chance upon Maya, the mother of Vahn's love interest (and who had been presumed dead), in the Biron Monastery, home of various warrior monks. There they also meet friends Gala and Songi, master teachers in the monastery. Gala joins Vahn and Noa once Songi turns on them and decides to use the powers of his Ra-Seru for evil. Songi defeats Gala, who in turn assimilates with the Ra-Seru "Ozma".
The trio henceforth journey across the Sebucus Islands, reviving Genesis Trees, destroying Mist Generators, and performing tasks and occasional side quests for secondary characters. They come face-to-face at multiple times with Songi (who progressively mutates into a massive monster), as well as the principal enforcers of the Mist.
After cleansing both Drake Kingdom and the Sebucus Islands, the trio travels overseas to Karisto Kingdom. There they aid the towns of Sol and Buma by battling old crazed Gaza and defeating the Delilas Siblings and the creature Koru, who had held Buma under ice. With the aid of the Soren people (a race of winged humanoids), they attack Zora's flying castle and manage to bring it down. They then go on to travel back in time to locate the origins of the Mist to put an end to it once and for all. In the process, they travel to the devastated city of Conkram. Noa finds out she is actually daughter to the king and queen of Conkram, and sister to Prince Cort-- who, along with court members Dr. Jette, Zeto, Dohati and Zora (as well as Zora's bodyguards, the Delilas) created a passport into the Ra-Seru netherworld, and with it brought the Mist and its monsters into Legaia. Despite narrowly saving Conkram in the past and, once back to present, defeating surviving evildoers Cort and Jette, the denizens of Conkram perish under a giant Seru monster, and Noa's parents meet their demise.
A faux ending is cut short with the coming of Songi to Rim Elm. Songi subdues Rim Elm under the power of the Sim-Seru "Juggernaut", who devours all of its denizens. Although the trio manage to defeat Songi, finally bringing his death, they must still travel within Juggernaut and destroy it from the inside. The final battle is against Cort, who had survived the last encounter and fused with Juggernaut. The game ends with the destruction of Juggernaut, the rebirth of Cort into a baby (who Noa takes care of), the reunion of Mei and her mother Maya, and the ultimate restoration of Rim Elm and all its citizens.

Characters

  • Vahn (バァン Bān?) (Wataru Takagi): The main protagonist of the series. He lives in the town of Rim Elm, in the far south of Drake Kingdom, along with his young sister Nene and crippled father Val. He has a love interest in the form of Mei, the local seamstress. His weapon of choice is a sword or knife, and his Ra-Seru is Meta (メータ Mēta?), which is affiliated with fire. Having grown up sparring with the resident ex-Biron monk, Tetsu, Vahn is an adept martial artist. He's also the only character who can wield Gaza's gigantic Astral Sword.
  • Noa (ノア?) (Sachiko Sugawara): She is an orphan who has been raised by the Ra-Seru Terra (テルマ Teruma?) (who while raising Noa, attached itself to a female wolf) who is a wind elemental. Due to living most of her life alone in Snowdrift Cave with Terra the wolf, Noa is childish and ignorant as the outside world is new to her. She wants to see the world and meet her parents who call to her in her dreams. She uses claws or tonfa batons to fight. Later in the game, she discovers that she is the daughter of King Nebular and Queen Minea of Conkram.
  • Gala (ガラ Gara?) (Jin Yamanoi): He is a warrior monk from the Biron Monastery, where he is the second-in-command and called "Master Teacher." He is sent with Vahn and Noa to revive the Genesis Tree in West Voz Forest, but fails because the Genesis Tree has already been killed by the Mist. He finds the egg of the Ra-Seru, Ozma (オズマ Ozuma?), who is affiliated with lightning, and Gala is subsequently excommunicated after it hatches. Gala's weapons of choice are clubs or small axes. In contrast with Vahn and Noa, Gala distrusts and greatly dislikes every kind of Seru (even the holy Ra-Seru) because of their violent behaviours when affected by the Mist and their corrupting any living creature that wears them. Through the course of the game, he starts treating Ozma better, like a close friend, instead of just a tool for fighting the Seru.

Villains

  • Prince Cort (コート Kōto?) (Jūrōta Kosugi): The primary villain of the game. He is the son of King Nebular and Queen Minea, and is the older brother of Ra-Seru hero Noa. Cort was contacted by the evil Ra-Seru called Rogue who taught him how to create a Mist Generator. He later fuses with the Sim Seru called Juggernaut and proceeds to absorb the people of Legaia. Following the Cort/Juggernaut's defeat, Cort is reincarnated as a baby that Noa takes care of.
  • Zeto: A master magician who is one of Cort's henchmen and the first one that Van encounters. He is responsible for spreading the accursed Mist around Drake Kingdom. He was also the one responsible for using the Juggernaut to bring down the walls of Rim Elm so that the Mist and the Seru can enter Rim Elm. Zeto was later responsible for doing terrible things to Terra the Wolf at Mt. Rikuroa and unleashed Caruban on them. The good guys fight Zeto at the first Mist Generator and defeat him. His monster form is a giant crab monster.
  • Dohati: A wizard who is a minion of Prince Cort. He guarded the second Mist Generator that's located on the Sebeccus Islands. Dohati tricked Lord Saryu of Ratayu into wearing a Sim-Seru that took over his mind and used him to create a Juggernaut. The good guys fight him at the Mist Generator and defeat him. His Seru form is a giant green bird creature.
  • Zora: The ruler of the floating fortress in the Kingdom of Sol who guards the third Mist Generator that's located on Karisto. Zora resembles a thin woman with wings. She was at Cort's beck and call, thinking that Cort had feelings for her. She was crushed to find out that she was being used as a tool the entire time. Songi then kills her following him destroying the third Mist Generator.
  • Jette: Cort's assistant who guards the path to the fourth Mist Generator that's located on Karisto. His Seru form is an armored humanoid. He can create copies of himself in battle.
  • Delilas Siblings: Three siblings that serve Zora. They first appear to attack the good guys at the Shadow Gate.
    • Gi Delilas: A master swordsman who is the leader of the Delilas Siblings.
    • Che Delilas: The largest of the Delilas Siblings who wields a massive hamier in battle.
    • Lu Delilas: A pink-haired female who uses power martial arts moves.
  • Songi: Gala's rival and power-hungry fiend. Over the course of the story, Songi attempts to backstab the other antagonists and obtain greater and greater power. Eventually however, the power becomes too much for him to bear.

Battle system

Combat in Legend of Legaia is conditional turn-based. At the beginning of each turn, the character inputs a command for each available character, selects appropriate targets, and confirms the selection. This initiates the action phase of the turn, during which each character and opponent perform their actions. The order of action is prescribed by each character's speed, status, and equipment.
Damage is instituted through the game's unique 'Tactical Arts' battle system. Instead of simply selecting a generic 'Fight' command in order to initiate a physical attack, the player specifies the location of each attack; 'Right' and 'Left' will strike with the right and left arms, respectively, and 'High' and 'Low' strike at their respective heights. Each direction has its own pros and cons, depending upon the opponent, weapons equipped, and level of the character's Ra-Seru. For example, equipping boots will increase the power of kicks, but 'Low' will not strike a Killer Bee, since it flies above the ground. To attack, the player creates a string of these directional strikes for each character; as the game progresses the length of this string or "action bar" increases, allowing the player to deal more damage each turn. The number of strikes the character can execute is affected by several factors, including level and weapon. Certain weapons can be used by more than one character, such as small axes that can be wielded by both Vahn and Gala. However, Gala's affiliation with axes are better than Vahn, so if Vahn equips the axes, his 'Left' attack will occupy twice of normal.
Certain strings of attacks initiate combos known as "Arts," which deal significantly more damage than would a non-combo string of comparable length. It is up to the player to uncover each character's Arts by experimentation; fortunately, once the player has determined the correct string, it is saved in a list which can be viewed during the character's turn. A quantity called "AP" is necessary to initiate Arts, which drain "AP" in quantities which are proportionate to the length of the combo. Inputting an Arts sequence without the requisite AP will cause the character to simply perform the string of attacks, without the Arts animation or damage bonus. AP can be earned in three ways; dealing physical damage without performing Arts, taking damage from opponents, or by using the Spirit command. Arts can also be linked by the last and first inputs. For example, an Art that ends with 'Down' can linked with another Art that starts with 'Down', allowing the player to use two Arts in a row costing less inputs.
The Spirit command causes a character to take a defensive instance for a turn, in lieu of attacking. This allows the character to take half-damage for the turn, increases his/her chance to block an attack, while regaining AP and boosting the length of his/her action bar for the next physical attack. Upon defeating certain Seru (which have an elemental icon next to its name), a character may learn to use magic for use in combat. Once the magic has been learned, it can be used opponents (offensively) or allies (defensively) as an action during that character's turn, at the expense of Magic Points (MP).

Seru, Ra-Seru, and Sim-Seru

The interactions between the Seru, Ra-Seru, and Sim-Seru comprise an integral part of the plot of Legend of Legaia.
Seru were initially benevolent creatures designed by God to exist symbiotically with humans, and help them to survive. When worn by a human, they grant the wearer great powers. Depending on the type of Seru equipped, these powers can include greatly enhanced strength, control over the elements, and even the ability to fly. With the strength of Seru, humans were able to build civilization and thrive on the bounty of their combined efforts.
When a Seru comes into contact with the Mist, it acts aggressively and will attack any humans in its vicinity. Furthermore, any Seru which comes into contact while already bound to a human will be able to take control of their host, effectively turning the human into a mindless monster. As long as the Mist pervades the air around them, the Seru and human cannot be separated without killing them both. Once the Mist has been removed, however, the Seru will return to its benign form, and the human will awaken unharmed. Humans freed from the influence of a controlling Seru often report that they feel as though they have awoken from a nightmare, and note that they have not aged in the time between enslavement and emancipation, an interval which can last anywhere from days to years.
All Seru possess an elemental affinity which determines what type of attacks it will use in battle (noted by the icon displayed next to its name). This is useful in determining what abilities can be assimilated by a Ra-Seru (see below).
Ra-Seru are Seru which have chosen to align themselves with the humans against the Mist and its agents. They possess the ability to absorb power from the Genesis Trees to grow stronger, as well absorbing Elemental Serus.
Each main character eventually partners himself or herself with a Ra-Seru, who lends its strength and wisdom to the human. As the storyline progresses, both the main characters and the Ra-Seru come to trust each other, and the deepening relationship between them is reflected by the visible growth of the Ra-Seru following the successful activation of a Genesis tree. Once bound, a Ra-Seru strengthens its partner's primary arm for use in combat. When a human wearing a Ra-Seru defeats a Seru in battle, the Ra-Seru can absorb the Seru's power and later use it when necessary. Consistently calling upon that Seru's power will level it up, making it more powerful and causing additional effects.
Like most Seru encountered in the game, the Ra-Seru possess their own elemental affinities. Meta, Terra, and Ozma are associated with fire, wind, and thunder, respectively; these affinities can be seen by the nature of hyper arts executed with their power. For example, Vahn is capable of learning Tornado Flame with Meta, Noa and Terra can perform Frost Breath, as well as Gala being able to learn and use Thunder Punch (however, these moves require attaining special books found in chests hidden in dungeons or places covered by the mist).

Legend of Mana

Legend of Mana
North American box art
North American box art
Developer(s) Square
Publisher(s) JP Square
NA Square EA
Designer(s) Koichi Ishii (director)
Akitoshi Kawazu (producer)
Akihiko Matsui (game design, system design chief)
Artist(s) Shinichi Kameoka
Composer(s) Yōko Shimomura
Series Mana
Platform(s) PlayStation
Release date(s) JP July 15, 1999
NA June 7, 2000 (delayed in Canada)[1]
Genre(s) Action role-playing game
Mode(s) Single-player, multiplayer
Rating(s) CERO: A
ESRB: Teen
Media 1 CD-ROM

Legend of Mana, known in Japan as Seiken Densetsu: Legend of Mana (聖剣伝説 LEGEND OF MANA?) is the fourth game in the Mana series. The game was released for the PlayStation in Japan on July 15, 1999 and in North America on June 7, 2000, with a delayed release in Canada. While Legend of Mana was the fourth installment released in the series, the next console-based Mana game, Dawn of Mana, is the official fourth game (in Japan, it is known as Seiken Densetsu 4).
While incorporating action role-playing elements from the three games which preceded it, Legend of Mana has its own distinct style of gameplay. Most notably, it gives the player the ability to shape the game's world of Fa'Diel according to his or her desires, a system which was incorporated through the use of "artifacts," which are gained as the player progresses through the game. The player uses the artifacts to create different towns, dungeons, etc., called "Lands", to venture to and explore. This creates a non-linear gameplay, since the game is driven by a series of what would be considered side-quests in other games. Legend of Mana features three different plots which can occur simultaneously, and which do not necessarily need to be completed for the player to finish the game.
Legend of Mana was a financial success in Japan. While the game garnered considerable praise for its graphics and presentation, many critics and fans were turned off by the game's lack of a main storyline.

ameplay

Legend of Mana features a unique "Land Make" system in which the player chooses plots of land to organize various locations within the game. The game world is divided into an isometric series of empty square plots of ground from which there are 36 possible in total. Depending on the Artifact (AF) which is placed on the plot, a different Land is generated on it. Each area placed on the map contains at least one quest within it, which upon completion rewards the player a new Artifact, and the process is repeated. Lands can be revisited, which is sometimes necessary to initiate more quests. Each Land has a certain level of strength in each Spirit of Mana on a points scale of zero (no presence) to three (strong presence). A high number of points on one square can add points to adjacent squares. The spirits—excluding Shade and Wisp—each represent a day on which the coordinating element becomes more powerful. Also, placing locations in given places affects the spirit rating of that particular area. Within each Land, players can explore numerous locations including towns, dungeons, and ruins. Many locations have non-player characters (NPCs) for interaction such as progressing the story or buying equipment. Other areas feature enemies and bosses with which the player can battle.
Screenshot of the player battling two Rabites
 
Legend of Mana features several role-playing elements as well. The main character and sidekicks each have their own set of numerical attributes including HP, strength, and luck. These stats grow whenever the player gains a level, after meeting a set experience point requirement. By defeating enemies in battle, the player can collect experience point crystals that spill out. The main character can equip a variety of weapons, armors, and accessories. Weapons grant the player the ability to perform abilities in combat. Referred to as "STs" (Special Techs) in the game, these are the powerful attacks of the main characters and NPC sidekicks that can be used once the special move meter is filled. Each weapon has a set number of special attacks to learn, ranging from single-target to area to the full field. The player is able to customize his or her attack repertoire by assigning them to certain buttons.
Legend of Mana offers the option for the player to have two sidekicks—characters which are controlled either by the game's AI or by another player using the second controller. These sidekicks serve the purpose of making the game multiplayer to a degree by helping the main character while in battle, and also indirectly enhance the gaming experience if a human player takes control over the sidekick. Sidekicks consist of support characters, demi-humans, pets, and golems. The support characters include the Jumi Elazul and the merchant Niccolo. Demi-humans are monsters that have the ability to speak, and appear in certain areas, willing to join the player on his or her quest. Pets and golems can also accompany the protagonist, but cannot be controlled by a second player. Using a memory card, it is possible for two players to play together simultaneously using their main characters, but there are some limitations to this. The game also has an arena for two people to fight against each other in.
The player speaks with Trent, the orchard keeper
 
After certain quests are completed, Legend of Mana gives the player the option to delve into optional gameplay aspects centered around the hero or heroine's house. While weapons, armor, and accessories may be bought from stores, the player also has the option of forging or improving them using raw materials found throughout the game. Tempering occurs when any of the game's items is combined with the equipment, cumulatively raising or lowering its power or adding special effects. In the backyard of the players house is a small orchard, where the player is able to give some seeds to the orchard keeper, Trent, to grow fruit. What grows depends on the number of seeds previously given to him, the Mana levels of the Home Land and the kinds of seeds given him. The player can also unlock the monster corral, which can be used to raise pets via feeding them, letting them graze, or taking them out adventuring. They gain levels only if they are taken out with the hero, or if they are left to graze. They can also be raised using the Sony PocketStation, a peripheral only released in Japan. Finally, workshops can be used to create instruments and build golems. Instruments are created using elemental coins and raw materials (such as metal, wood, or bone), whilst utilizing the Mana power of a specific region. Different types of instruments, as well as different tunes, can be made depending on materials, as well as the melody and harmony gameplay mechanics of the workshop. Golems are built using weapons and armor as parts. The golem's attacks are determined by logic blocks, which are created in an urn in the workshop. It is done by combining two items, and the blocks are placed in a grid. All of the blocks must fit in, and for the golem to use attacks, the attack's respective logic blocks must be in the grid.

Plot

Setting

Legend of Mana is set in the fictional world of Fa'Diel. The Mana Tree, the giver of mana and life for the world, burned down nine centuries prior to the events of the game. A war erupted between faeries, human, and others seeking the scarce power of mana that was left. When the war concluded, the drained Mana Tree slept and the many lands of the world were stored in ancient artifacts. A hero, controlled by the player, is self-charged with restoring the world, and its mana, to its former self. The Lands of Fa'Diel are populated with a large number of different creatures, including humans, faeries, demons, the jewel-hearted Jumi race, plant-like Sproutlings and Flowerlings, miner bears called Dudbears, and shadowy beings of the Underworld known as Shadoles. Fa'Diel is also the home of a host of anthropomorphic animals and objects, as well as monsters from other Mana titles such as Rabites, Chobin Hoods, and Goblins.

Characters and story branches

The player can choose to be either a male or female silent protagonist. The gender has no actual bearing on gameplay, other than humorous comments made by NPCs regarding the fashion sense of the character. It is not really explained who either protagonist actually is or what their past was like before their Home became an Artifact, as their history and personality is meant to be determined by the player.[2] A myriad of characters meet the hero or heroine during the course of the game's numerous quests; these characters join the player on more than one occasion and drive the game's split storyline, which is divided into three main plot branches. Each branch holds a series of related side-quests, which compose a part of Legend of Mana's story. Upon completion of any of these branches, the player is given the choice of finishing the game, even if quests from other branches have not yet been started or completed. There are 67 quests in total (excluding the final quest).
The first is the story of the Jumi, a dying race of people who have external jewel hearts which are considered valuable. The Jumi have apparently long been a persecuted people, as many magic characters in this game refer to them as "dirt"—a nasty comment on their jewel cores. This branch focuses on Elazul and Pearl, who are among the few survivors of the Jumi. Elazul is a Jumi Knight, and the mission of his life is to protect the Jumi Guardian Pearl at any cost, even in the face of the jewel hunter, Sandra.
The second is the story of Larc and Sierra—brother and sister dragoons who serve different dragon masters and fight on opposite sides of the same war for power. Larc, who serves the dragon Drakonis, blackmails the game's protagonist to help him in his quest to kill the other three dragon masters, so that his own master may have his power unlocked and rule the world. Sierra, a dragoon for Vadise the White Dragon, wants to stop Drakonis without hurting her brother Larc. In the end, Drakonis is defeated again, banished once more to the underworld.
The third is the complicated love story of four childhood friends: Matilda, Irwin, Daena and Escad. Irwin, a half-demon dissatisfied with the rules that society imposes on him which prevented him from being able to have a relationship with the holy leader Matilda, seeks to destroy the world in retribution, whilst Escad seeks to destroy him and Daena tries to act as a mediator between all parties. The conflict eventually escalates into a war between humans and faeries. Depending on the choices of the player, either Daena or Escad will die, the latter dying before your final confrontation with Irwin at Lucemia (should you not ask him to join you on your journey to fight him).

The remaining adventures concern the rest of the game's considerably large cast, including such stories as:
  • The adventures of the unscrupulous rabbit merchant Niccolo
  • The melodrama of the troubadour centaur Gilbert who seeks love in mostly the wrong places
  • The sisterhood of the two sirens and a mermaid: Elle, Monique and Flameshe (a story often in relation to Gilbert's)
  • Treasure hunting with boisterous pirate penguins and their walrus captain;
  • The escapades of Diddle and Capella, two itinerant entertainers
  • The story of Rachel, an angsty teenager who resents her parents' treatment of her
  • The studious journey of the young rascal Bud, who wishes to meet all of the "Seven Wisdoms"
Regardless of which path the hero decides to take, the game's final story is called "Legend of Mana." It concerns the re-appearance of the Mana Tree. As such, this story seems more fitting with the series than any other, as the Mana Tree is a central icon of the Mana games. Once the hero scales the Mana Tree, he or she must fight the Mana Goddess. The tree, quoting the game, is "rotten with evil." Nonetheless, a Sproutling plants itself in the Mana Tree's rotten trunk after the Goddess falls. Calling upon the other Sproutlings, the Mana Tree is restored and what was wrong is righted.