Friday, July 12, 2013

Impressions: Seiken Densetsu 3 (SFC)

Received: June 15th, 2013 / Written: July 7th-11th, 2013
Alternate Title: Secret of Mana 2 [INT]
Year: 1995 | Developed and Published by: SquareSoft | [|O|]

This game will forever remain a classic, but
how does the "sequel" fare in comparison?
When you think about it, it's very amazing how far SquareSoft (currently known as Square-Enix since Enix merged with them in 2003) has gone since its halcyon days.  Since their breakthrough hit Final Fantasy way back on the Famicom/NES, which is the very title that saved them from extinction after an unfortunate series of poorly received titles, this company has been for the most part dominating the world as far as turn-based RPGs were concerned.  That title did well enough to garner a full-fledged series, but it wasn't the only series that they have been working on since then.  Among the Final Fantasy games they have also crafted the SaGa... um, saga (with entries such as The Final Fantasy Legend, Romancing SaGa, and SaGa Frontier to name a few) and as for the other series, they are none other than the video game series known as Mana.  =)

Mana began life on the original Game Boy as Seiken Densetsu: Final Fantasy Gaiden in 1991, which eventually got released in the West as Final Fantasy Adventure and Mystic Quest in America and Europe respectively.  Naturally it did well enough and got positive praise, so SquareSoft decided to take it to the next level by releasing it for the Super Famicom/Super NES in 1993.  That sequel was Seiken Densetsu 2, or as many like to refer it to by, Secret of Mana, which is the title that picked up traction for the series (which coincidentally is likened to the equivalent of an action-oriented version of Final Fantasy, minus the ATB system of course).  Secret of Mana did incredibly well and received the most positive of acclaim, and for good reason.  The storyline was enriching (despite a month's worth of translation by Ted Woolsey), the gameplay was great, the game could be played up to three players, the level of atmosphere was fantastic, Hiroki Kikuta's soundtrack simply rocked, the final boss fight was epic, and it introduced the ring menu system which would be used throughout the series as a result.  It was re-released for the Nintendo Wii Virtual Console in 2008 and even remade for the iPhone in 2010; I'm not even certain how a touch screen version of the game would even work, but it sounds oddly fascinating.  Unfortunately it's one of those titles that falls in the trope where it's enamored by critics but has left the gaming audience polarized (sort of like Super Mario RPG: Legend of the Seven Stars and Kirby's Epic Yarn).  Eh, go figure, I really like it and it's one of my top favorite A-RPGs of all time, so I guess that makes me a critic.   ...wait.  =/

This battle was truly dramatic!
Once SquareSoft saw that it did well, they figured that Nintendo's 16-bit power machine could handle at least one more Mana game, so a sequel was in the works!  And the sequel was released a couple years later... in Japan, that is.  =(  Due to various issues and reasons, the sequel that many call Secret of Mana 2 was never released in the West officially, which meant that for most gamers they either played it via emulation or landed themselves a repro cart with a full translation.  Since I don't do either--although the latter does sound nice its fairly expensive for my tastes--it wouldn't be until the Summer of 2013 that I would import the Japanese cart of Seiken Densetsu 3 (thank you, Retro Duo, you've made it all possible).  So, how does the third Mana title fare both by comparison and as a standalone?  You'd be quite surprised.  =D
I only ordered the cart, so I don't own the manual and the box.  Wow, look at the title's structure, look at that great-looking kanji, look at that generically blue background in the cart art.  It really makes you wonder; granted, I looked up the cover and there's more occurring on there, but you get the idea.  All right, time to share my impressions for my sixteenth Super Famicom cart!  =)

Choose your characters!
The first thing I've noticed is that once you press Start you're brought to a screen with six characters to select from.  Unlike Secret of Mana where the three characters were pre-chosen for you every single time, you have the option to personally choose which of the three out of the six key characters you want in your party.  Okay, already this follow-up has an edge over its predecessor, so what else is there?  Well, I looked up that depending on which character (same column characters have equal paths; i.e. Duran and Angela) you pick first you may find yourself heading to a different route later on than if you were to choose a different character.  Also, you may bout against a different set of three final bosses depending on who you choose; so basically who you choose will send you on one of three possible paths.  Oh so it's a "choose your adventure" kind of game?  Nice!  =D  Already it's sounding like it's a better title than the previous Mana.  I've only played through Seiken Densetsu 3 once, so I can only comment from what I've experienced.  For my first playthrough I've chosen in the order of my choice Kevin, Duran, and Angela; I've yet to play as Charlotte, Reisz, and Hawkeye.

What a beautiful misty forest this is
Like the last game, Seiken Densetsu 3 is an action-oriented RPG with a party of three.  For the most part the gameplay structure is similar, though I have noticed that it's really more polished this time around.  Maneuverability is really good, and you can run simply by holding down the B button; great touch.  What's very nice is how even if your allies get stuck behind a rock or other item, you can still move about even though they are offscreen; thank you, SquareSoft!  To choose between the characters just press the Select button to select which character you personally wish to take control as, and this time the power gauge is different.  No longer do you have to hold down the attack button until it fills up and flashes wildly; for this iteration all that is required is to attack enemies.  For each hit that you land on them each bar in the gauge will fill up, and once it flashes (by the end of the game there will be three different portion lengths) you can hold or press down the B button to do a tech or combo attack to use it up.  Once you use it up, you'll have to start the process over again should you want to try again.  The bigger the gauge the more potent the special attack will be.  =)

Fighting familiar Mana baddies on the
yellow brick road to Oz
But you must be wondering: is the ring menu system here?  Yes, it is, and it's put to good use.  With the X button you can access this wonderfully inventive and intuitive system, and to shift over to any of the other two allies' ring menus just press either of the shoulder buttons.  =)  Each character, while carrying the same amount of items, all have a different set of magic which they can use to either heal themselves, cure diseases or curses, use it to make themselves stronger, or even conjure them to attack the enemies (most can attack all at once).  That's pretty sweet, but as is the case with most games in the genre using the magic will decrease your MP, so only use them when you have to.

The best part about this game?  You can now carry up to nine of each item for your menu!  Thank you, SquareSoft, you have no idea how helpful that is.  As much as I love Secret of Mana, I have to confess that the four-per-item policy felt a little restricted, so it's nice to see that you can carry more here.  Not impressive enough, well how's this then?  If you manage to collect more than nine of the same item, they'll be going to the storage system.  That's right, a storage system, where you can put items that you no longer require and can store up to ninety-nine of the same item in the pack.  How sweet is that?  =D  You can access the storage with the Start button, and at this point you can either trade the item you don't need for something you do need or you can fill up the items you do have in the ring up to nine.  You only have room for ten kinds of items which you can carry at a quantity of nine, so bear this in mind.

Enemies can be fought at night as well as day
On a visual level Seiken Densetsu 3 is absolutely beautiful to look at.  =)  The areas are more detailed this time around, the colors are well-chosen, and most of the areas have a unique look and feel to them.  Every area looks atmospheric, and I enjoy the little touches like flowers or grass gently being blown by the breeze of the wind, and they're well-designed areas too; like grasslands, cliffs, mountains, misty forests, forests with a series of flowers that shine brightly at night, snowfields, deserts, castles, and more.  Another neat touch is how many of these areas (mostly outside) have some shade into them, and what's cool is how if a character or enemy steps in that spot they'll blend to that surrounding and become darker.  That's awesome!  =D  I like how it lends the game a really good sense of atmosphere, kind of in a similar way that Natsume's first Pocky & Rocky did it.  The areas are wonderful to look at, and they must be seen to believed.

That giant ghoul sure looks happy  {=|
Oh, but you know what's even better?  Day and night!  Yes, as time passes by the day will gradually turn to night and vice versa, with the sunsets and sunrises in-between.  In the inns you can even decide to sleep 'til day or 'til night, and the great thing about it all is how the characters and enemies blend well with the surroundings, especially when it comes to the transportation sequences.  You know, I really love that touch; it was done very nicely in games like Drakkhen and the first two Breath of Fire RPGs, but I really love how SquareSoft went the extra mile with this game!  Kudos!  =)  The characters have got very good profiles that are well-drawn that will change in the course of the game, even though I couldn't help but feel that they were a little bright in certain spots.

Such an unusual creature has never been
witnessed before
Speaking of the characters, they've been rendered very well.  Each of them has got their own character traits and personality, plus all of them have really fluid walking and brisk running animations.  =)  Also, as was the case in Secret of Mana, they do express their emotions from time to time.  The NPC look and animate nicely, the enemies look lighthearted yet intimidating as usual (with regulars like the rabites, fish with harpoons, and little devils alongside newcomers like the desert rhinocerous/turtle amalgam and mysterious magical spheres with eyeballs), and the Mana spirits look very exceptional this time around.

The overall highlight, however, are the bosses.  As great as Secret of Mana was, one of my complaints was that many of its bosses looked the same; not the case here.  =)  Each boss looks different than the last, and their various designs range from great to spectacular; some designs might be cartoony, but most designs try to look as realistic yet colorful at the same time.  Take for example a giant monster practically made solely by flames, another being a wall boss that constantly summons two Zero enemies to try to take you down, or how about a towering behemoth trying to pummel you whilst holding on to the very top of a tower?  There's more than that, but they look and animate wonderfully well, and some of them look effectively creepy and might make you feel nervous.  <=O

Normally I like ninjas but these two I could
not stand!  >=(
Secret of Mana had a decent enough amount of challenge, but it's not a game I considered to be hard like some claim it to be.  Seiken Densetsu 3 ups the difficulty by a few notches, while at the same time trying not to be too difficult right away and waiting at least until the last third to provide the most challenge.  SquareSoft tries to maintain a balance all throughout, especially when your characters level up as you progress and the enemies get tougher as you go.  There are many amenities that this game benefits from in terms of challenge.  For starters, any time you enter a battlefield the enemies will appear with their level information (i.e. Level 7, Level 24) and name briefly popping up on the screen.  That's great, since you'll be told how strong the enemies are without having to second-guess as you go, also when they're down for the count you'll be shown how many experience points you've earned!  =)  As for the bosses, just make sure you're leveled up just enough and properly equip yourself, then you'll be just fine.  You can save in this game as well, either in inns or in front of statues; there are two kinds of statues, the silver ones just let you save and the gold ones refill both your HP and MP and after it will let you save.

The capacity to carry nine of each item really helps, and the storage system proves to be a real lifesaver if you've got plenty in stock and you've run out of them in your ring.  The only time you can access your character menu [ Y ] or the storage menu [ Start ] is when there are no enemies in sight, so if your item count in your ring is low bring it back to nine and if you really need to use it use it while you have a chance.  Especially if the next part of the area leads to a boss fight, you never know; also, save often.  If a boss or series of enemies is too tough for the moment, level up just a bit until you feel you can take them on with no problem.

Another asset for the difficulty: the class changes.  You've likely heard of this even if you haven't played it, but basically each of your characters can change classes two times, once when you reach Level 18 and the next after reaching Level 38.  The first change will require that you stand in front of a Mana stone, and as for the latter change you'll need a special item.  The reason this is important to know is because your characters' stats will slightly increase and they may do techs and magic that they could not do before the fact.  The first time you're given the option to choose Light and Dark, while the second time the item you present will be your character's new defining moment.  The final class combination will be ranging from Light Light, Light Dark, Dark Light, and Dark Dark.  It won't affect the ending or anything, but whatever destiny you choose for your character is up to you.

What's pretty nice this time around is how there are different modes of transportation.  You travel on foot, you travel by boat, you travel by cannonball; the third of which sounds just as implausible as it did in the last game, I mean seriously wouldn't that hurt just a bit?  =/  Oh, but there are a couple extra ways of getting around, which I'll happily go over in brief detail.  =)
The first of which is a fun method of transportation, and it usually gets summoned in the beach.  And once you're there use the flute in the ring menu as your character shows off their flute-playing skills that surpass even those from Illusion of Gaia.  You better watch your back, Will, 'cause you've got some real competition up against you!
After that happens you'll be given a ride by a big, cuddly, round giant turtle called Booskaboo (as far as I looked up), and riding on the water has never been more fun.  =)
Interestingly enough this turtle in particular has a duckbill and a pair of flippers as opposed to feet.  Huh!  Must be some species of animal I've never heard of.

But of course what's a Mana game without a chance to ride the greatest mode of transportation of all time Flammie?
That's right!  That wonderful white-coated, yellow-haired, four-winged creature of awesome has returned once again, and he's a lot better than ever!  =D  Once summoned via the Roll Drum/Wind Drum (whatever you wish to name it) he'll come pick you up and let you soar to great heights.  But it doesn't end there!  You can fly as high up as you can or you can soar while very close to the planet's surface, and boy can he fly!  Try flying very close to the ground, it's an amazing experience and you can almost feel the breeze as you whoosh throughout Mana.  =)  It's even possible to view from third-person or from a bird's eye view with the shoulder buttons, but the best part about it all?  The total inability to get lost!!!  It's true, and Seiken Densetsu 3 really benefits from that.

Now as much as loved flying on Flammie back in Secret of Mana, I often had a tendency to get lost while I was airborne, so as a result I had to rely on looking at a map in another screen or hope that I land in my proper destination.  It is much more accessible here, but what's great about this game is how any time you're in transportation mode (save for the Holyland) there are couple maps in the upper corners of the screen, with the left one showing the whole world while the right one gives you a closer look at which portion of the world you're at.  They're very helpful and serve you very well.  On top of that, to make things even better, there are flashing dots that signal where you're supposed to be headed next, which is great, since it reduces all possibilities of getting hopelessly lost, and as a result it's largely easy to follow, even if it is all in Japanese.  Once again, kudos, Square!  =)

There is even a single battle as you fly on top of Flammie's head, it is so awesome in so many ways than one.  It's even viewed in two different perspectives, and it was so great that I wish I got screen captures of that while I had the chance.  It's just incredible!
 
In the Manaverse, everything's better with Flammie!  =D

So right now it sounds like SquareSoft has made a flawless sequel to a very great game, and it also sounds like they fixed every grievance that was found in Secret of Mana, right?  Of all the things that this iteration improved upon, I find it disappointing that the soundtrack wasn't one of them.  If you haven't heard that game's music, I recommend you give it a listen, as it's really quite good.  Once more the soundtrack was composed Hiroki Kikuta, and the music from this game suffers from a similar issue that was evident in ActRaiser 2's score.  Both were done by the same composer, they tried to improve upon the predecessor's music, they tried to add some more orchestration to it all, they tried to make it as atmospheric as much as they could, but ultimately all they ended up doing is make the previous title's soundtrack superior in and out of comparison.  Though that's not to say that Seiken Densetsu 3's music is bad (for the most part), and unlike ActRaiser 2's case, it's actually decently good.  Unlike Secret of Mana's music, the majority of the songs I feel work best when heard in context.  Due to the fact that it's not as easy to feel invested in the game's music (even though it's easy to get invested in the game itself), at first I thought "Okay, it's a big step down, even for SquareSoft standards" but the more I played the more I got to appreciate what was here (the good stuff at least) and many of the songs grew on me.

You better hope it doesn't get all angry once
he comes back to the upper surface!  D=
There are various songs that I like though, like the introduction theme, I think it really sets the tone for what's going to come.  Also, the piano sounds absolutely brilliant whenever it's used, particularly in this one charmingly jolly piano-driven melody taking place in the forest lit up by glowing flowers.  The theme for when you ride on Booskaboo is decent and is largely a fun number with the calypso and flutes playing in the background.  As ecstatic as Flammie's theme sounds, I love listening to it as I fly in the air, it really gets you in an adventurous mood even though there's this one great part that doesn't come out until after the third phase.  =)  And that's something that I've noticed with a lot of this game's songs, the first two phases sound exactly the same but once the third phase comes then it all sounds very different and gives a different edge until it loops back to phase one; and usually it takes around two to four minutes to get to phase three.  That's crazy!  There are many different boss themes throughout, which is great, since it lends the boss fights a big variety in the aural sense, and many of them don't sound too shabby.  And the individual town themes are nice to listen to as well.  The ending suite is good and the victory fanfare for after you defeat a boss is cute and can work as a fun number to dance to.

The reason it's hard to get invested in this game's music?  Well, the melodies are there, the instrumentation is good, the instrumentation is there, it just doesn't come up quite as strong due to how soft they sound.  Granted, they can work if you want to listen to music that isn't loud or rambunctious, but if you're in the mood for exciting action-packed music?  Yeah, you won't find a lot of that here, I'm afraid.  =(  The character select/file select theme is a weak song, and one of the castle themes sounds majestic but comes across as okay, to name two.  One of the boss themes that's heard during the last third I thought was a very odd choice, as I felt it to be a little out of place.  The obligatory sad theme, which doesn't sound too bad, I didn't find to be that effective; and it's probably due its low, subtle understated quality.  I feel bad for talking like this, considering the music is usually one of video games in general's highest quality and usually I feel highly for it.  For Seiken Densetsu 3's case, I felt about medium towards it.  A lot of what's there is good, there's no doubt that Hiroki Kikuta tried to outdo himself, but due to its quality it turned out to be a step down, but not too much of a step down as I initially thought.  The sound effects are very good, for many of them sound like they were lifted from the previous game or in some cases some from Chrono Trigger.  The healing sound is great, the individual magic spells emit great sound, and what's neat is that depending on the ground the characters walk on you'll hear different-sounding footsteps (i.e. in the snow you'll hear sloshing and in the desert you'll hear soft trudging).  I love that, it gives it personality.  =)

A lot of the bugs that were present in Secret of Mana were rectified and addressed, and what's nice is that despite one or two of its characters being stuck in a certain spot due to their low AI you can still roam around while they're offscreen, so it alleviates a lot of frustration in this regard; though you can still delegate control to one of the allies with the Select button.  The great thing about the allies though, is that they can automatically execute their techs when their gauge is up, so there's some fun to be had; they also attack the enemies too.  However, SquareSoft didn't make a bug-free game per se.  There are a few instances where characters, enemies, magic, and/or portions of the menu are behind an invisible foreground due to clipping issues, and it usually lasts until everyone is scattered or until all the enemies are gone.  Here's an example:
Thankfully there are only a few instances of it occurring, so luckily it's not something you have to worry about often.

When it comes to obtaining very important items, you have to make absolutely sure that there's an available space in the ring, for otherwise you won't get it and it won't automatically be placed in the storage.  I learned that the hard way with one of the earlier vital items.  >_<  Like its predecessor after a certain enemy has been vanquished they'll leave behind a chest, which may contain an item that you desire or an item that goes back to storage.  Some of them will just have the items to grab hold of, but Square decided to do something different.  There are chests that when opened will randomly ignite the wheel of traps, and unless the marker lands on "OK" the character that opened it will be hit with a trap that will have portions of damage sustained.  As a result of that I was very hesitant to open a lot of the chests so I could avoid the traps... except it turns out that items that may be very important for later on are placed inside chests, certain ones which are required for the last class change; thank goodness I realized that and thought of looking it up before it was too late (I knew I needed something, I just didn't realize what it was at the moment).

As you level up and progress your game the enemies do get tougher, and of course, that's to be expected in this genre.  There are some enemies I don't like though, like the werewolves near the end of the game that sometimes use a special attack that will wipe out most of your party members' HP, leaving you to heal your party as you combat it.  I thought their "cheap mandatory hits your character takes despite being stunned when it happens" tactic in the last game was total BS (thank God they don't use that here), but this is just worse and unacceptable!  >=(  I thought I hated the werewolf enemies before, but this has made me hate them even more; and that's surprising considering the only werewolf I actually do like is Kevin, who fights as a human by day but fights as a werewolf by night.

The main characters aren't the only ones that use tech attacks and cast magic, for the enemies and bosses can also do the same.  And speaking of the bosses, all of them require a certain pattern or powerful magic to be cast on them; make sure not to use a kind of magic that benefits for them, otherwise you'll be healing them by accident, so use the ones that don't do them good.  You'll also be dealing lots of damage to them should you execute plenty of high level tech attacks.  Here's the thing about the majority of the bosses: the amount of time it takes to beat them.  I don't know know if it's because you haven't reached the highest of levels yet, because the bosses have a crapload of HP (ranging from thousands to tens of thousands), or because the highest amount of damage your characters can deal to them are in the mid-to-late hundreds, but a lot of them take a very long time to vanquish.  Even when you're properly equipped, stocked, and leveled up it seems to be the case.  There were boss fights that lasted between fifteen and thirty minutes, if not even longer.  That's ridiculous!  C'mon, Alcahest as a whole never took this long to defeat in Alcahest!  I mean, it doesn't necessarily make it a bad thing or reduce the game's quality exponentially or anything, but it's just unusual and somewhat distracting.  =|

Nothing special here, I just wanted to show
off my party members' new duds  =)
But those are just minor issues and nitpicks of mine in what is otherwise an outstanding successor.  =)  I thought it was gripping and largely atmospheric, housing perhaps some of the most beautiful of non-prerendered visuals seen in Nintendo's 16-bit console.  The animations were improved, and I loved how most of what made Secret of Mana great was transitioned here with no problems, and in some cases even improves upon said classic.  The ring menu system is great as usual; even if it's only used when accessing your items, getting ready to cast magic, buying or selling items, and when you have to summon a Mana spirit to open a way (the menu for when you equip your characters is far different).  I liked that you could carry more items, in the ring and in the storage, I thought it was a great implementation.  The bosses looked great, and riding on Flammie and Booskaboo were very enjoyable while they lasted.  =)  Yeah, I'll admit that I was a tad disappointed in the soundtrack at first, but as I progressed a lot of what was there I began to appreciate; it's not quite the marvel that Secret of Mana's music was, but Seiken Densetsu 3 is mostly fun to listen to (but mostly in context to the game).

Remember how the anthropomorphic cat merchant Neko often wandered around and managed to show up in various places, often beating you to the punch?  Well,...
now his kin and/or brethren are at it.  Once the last third of the game starts these two will conveniently show up, one selling the armor while the other sells weapons.  These cat merchants must have psychic abilities to know exactly where you're going to show up.  =<

Even though a lot of its bosses take a long time to beat, they're fun to battle, and I have to say that I loved the day/night system, it really lends the Mana world some atmosphere.  =)  I think it's great how each character has their own strengths that make up for their weaknesses, as well as having character and personality that define their own charm.  Also, the emotional expressions look great.  Speaking of atmosphere, there was plenty of it around, and I liked how you could never get lost while riding on Flammie or Booskaboo, it really makes the experience fresh and rarely frustrating; another plus was that despite it being all in Japanese it was mostly easy to follow.  I beat the game with all my characters at Level 57, beat it in three weeks with the time of over forty-two hours (hooray, the magic Hitchcock number).  And I had a blast playing it, despite its few issues, and I like how it has got a lot of replay value due to how it's structured.  The final boss was intense yet it made me feel quite nervous, and I beat it on my first try; though I heard that since I chose the Kevin/Charlotte storyline I looked up that it's the easiest out of the final bosses in the different storylines.  I thought it was a really good battle, though I can't imagine how much more difficult the other two will be.  I guess I'll find out one of these days.  =)

Is it a perfect RPG?  No; that award goes to Tenchi Sōzō (Terranigma), in my humble opinion.  =)  As far as I'm concerned, Seiken Densetsu 3 is one of the top three best RPGs that America never played, next to the aforementioned Tenchi Sōzō and Ys IV: Mask of the Sun.  Sometimes I wish these games were released outside Japan during their heyday, because they're all such great and enjoyable RPGs.  Do I recommend it?  Hell yeah!  If you want to see the best the Mana series has got to offer, or for that matter, the best that SquareSoft has got to offer during the 16-bit days, then I recommend you import it (or, if you can afford it, purchase a repro cart).  Out of the three Mana titles that I played (one of them being Children of Mana), this is my overall favorite.  But if you want to hear my honest opinion, I think you'll find much more appreciation for this game if you've played Secret of Mana beforehand.  Enjoy!  =D

Even though I admit to not being a big SquareSoft fan (I'm more of a Quintet/Enix kind of person), I found their games (that I played) to be fun.  Having finished this game, it makes want to try another SquareSoft title!  It really excites me the possibilities that I could choose from.  *pulls out a list*  =D  In fact, I wonder which one I should tackle next?  Lord knows there are many good games to choose from!  *looks at list*
Uhhhhhhh *puts list away*, we'll see which one I pick in the future.  =|

My Impressions: 9.5/10
P.S.: In case anyone's wondering: yes, the Moogles do make an appearance here.  Santa and Rudolph don't make a cameo this time around.  =(
P.S. 2: Since I brought Children of Mana up, I figured I may as well share my basic feelings towards it in a nutshell: Expostion-Exposition-Exposition, Story-Story-Story, Dialogue-Dialogue-Dialogue, Action-Action-Action, rinse and repeat.  Any time your character swings a hammer towards an enemy they slide back and then ricochet off walls, and if they hit you then you'll be sliding back and ricocheting off walls.  I swear they should've called that one Pinball of Mana, it would've been much more appropriate.  I honestly thought it was repetitive and tedious.  Don't play Children of Mana unless you're a real Mana enthusiast.  =(
P.S. 3: Oh, my God, I own sixteen Super Famicom carts!  =O  I wonder if there's any more room in my video game cartridge drawers...
P.S. 4: I really need to review Illusion of Gaia one of these days.
P.S. 5: Did I mention how awesome Flammie is?  =)
P.S. 6: Since I own the Super Famicom cart, I experimented to see if it could be played with two players, and it can.  The second player controls the one whose profile is shown in the upper left corner.  However, I looked up that it can only be played up to two players, so no third player is required, unlike Secret of Mana.
Thank you for reading my review, please leave a comment and I hope you have a great summer!  Take care!  =D

Sunday, May 12, 2013

Kirby's Dream Land 3 (SNES) Review

Written: May 11th-12th, 2013
Year: 1997 | Developed by: HAL Laboratory | Published by: Nintendo

Disclaimer: Spoilers
Hard to believe that Kirby's been around for more than twenty years since his debut on the Game Boy Kirby's Dream Land back in 1992.  Kirby, in my opinion, is one of the greatest video characters of all time, and one of my personal favorites.  =)  The Game Boy classic was such a hit that it garnered various follow-ups--canon (Kirby's Dream Land 2 for the Game Boy) and spiritual (Kirby's Adventure on the NES, Kirby Super Star on the SNES)--as well as fun spin-offs such as Kirby's Dream Course for the SNES and the two for the Game Boy Kirby's Pinball Land and Kirby's Block Ball.  The first title was even remade several times, albeit as shorter versions of it, which is pretty cool.  =)  After Kirby's Dream Land 2 did really well HAL Laboratory decided to craft another entry in the Dream Land moniker, only this one came out for the SNES... in 1997.  <=|  A little late to the party, aren't you guys?
June 25th, 1999 [ O ]
Such beautiful foliage all around
Okay, not that late, but seriously though!  By the time Kirby's Dream Land 3 was released in America, unless you were still into the SNES, more people were buying games for Nintendo's first true 3D console the Nintendo 64 than they were SNES titles at the time.  To be honest, I'm surprised they didn't make it for the Nintendo 64 instead, since chances are if that happened then the game would've done better sales-wise.  Since more people were getting into the Nintendo 64 at the time, not many got to experience this game during its heyday, sadly.  =(  But for those that did, its reception was heavily polarized by critics and fans alike for various reasons, therefore becoming one of the first divisive entries in the overall Kirby franchise.  And actually that's still the case today.

"Which spiked ball would you like?"
I was introduced to the Kirby games with Kirby's Dream Land 2 for the Game Boy during one of my visits with some of my cousins back when I was very little.  I thought it was a very charming and enjoyable game with great play control, and I became a big fan of the series after having played the Game Boy Advance remake of Kirby's Adventure, Kirby: Nightmare in Dream Land back in late 2002.  Good times! =)  I eventually caught up with the first Kirby's Dream Land in 2005 after having escaped from Hurricane Katrina over at one of our family members' friend's house, and since then I thought it was good.  I remember having first looked up this game several years ago online (I can't remember which website it was), and I was surprised since before that I didn't realize there was a Kirby's Dream Land 3, but there is!  Shortly before the year 2009 came one of my cousins loaned me his SNES console as well as some of his games, and I was grateful for that.  In January 5th, 2009 Kirby's Dream Land 3 was re-released for the Nintendo Wii Virtual Console, and I was so excited since I was going to get a chance to experience this game that I've been curious about for some time (this was four months before I started my adventures on eBay).  That day I downloaded it, and the moment I played it I was incredibly spellbound.  I did not regret it since.  =)

All's been well in Pop Star since it's been saved by the clutches of Dark Matter in Kirby's Dream Land 2, and since his demise it's been very peaceful and quiet.  Kirby and his friends are having a pleasant and relaxing day, with nothing to make things worse.
Little do they suspect that: things will be getting worse!  The planet Pop Star is threatened once again by Dark Matter, who has somehow revived himself.  But that's not all: the planet's rings shatter and the Heart-Stars are scattered throughout the star-shaped planet!  Dark Matter plans to plunge Pop Star into total darkness once more, threatening to end all happy life as we all know it.
But not if our heroes have anything to say about it!  Our ever-hungry hero Kirby will stop Dark Matter once more and put an end to his plans, but he won't be going alone.  Joining him from the second Dream Land are Rick the Hamster, Coo the Owl, Kine the Sunfish, and Gooey the blue Blob (who can be summoned when you press the A button and/or can be controlled by the second player if you don't wish for him to be CPU-controlled); and aiding the pink puffball for the first (and last) time are Nago the Cat, Pitch the Bird, and Chu-Chu the Octopus.  Will Dream Land be salvaged from darkness, and will our brave heroes emerge triumphant??

Rick: (But... but I thought I was your friend!)  ='(
The gameplay is very good, and Kirby controls rather well.  His special ability is to inhale enemies and copy their abilities (should they even have any abilities to begin with).  Once the enemy is in Kirby's mouth you have the option to swallow it (down) or you can spit it out.  If you don't wish to keep the ability you can always discard it with the Select button.  All the abilities from the second game are present (i.e. Boomerang, Fire, Ice, Spike), and there is one additional power-up you never thought you'd see in a Kirby game: the Broom power-up.  How interesting!  Among those actions Kirby can also float in the air, exhale puffs when he decides to stop floating, walk, climb down ultra-thin platforms (down + B), jump, and duck.  The great thing here is that you can now slide on the ground and run fast, something you couldn't do in the previous two Dream Land games.  A lot of the time you'll be finding yourself running (which is something I recommend you do) since Kirby walks at a veeeeery slow pace.

"Let me light up your day!"
Kirby can also join any one of the six animal helpers by pressing the X button while standing near one, and you can press it again to get off.  Each animal helper has their own characteristics, strengths, and weakness, and depending on which one you take it may help you overcome certain obstacles.  Some helpers' weaknesses are compensated by the strong points; to exemplify, Nago can jump up to three times, Coo is a good flier, Rick can wall-kick jump, Kine is an excellent swimmer, Pitch is quick on his feet and is a decent flier, and Chu-Chu can glue her tentacles to the ceiling which allows her to move forward without falling (there's a verb that's suited to that, I know it, but it escapes me).  Depending on which animal helper you choose to ride on and which ability you have, the variety of combinations will be very interesting.  Experiment to your heart's desire!  =)  The game is comprised of six levels, the first five being divided into seven portions, with a boss fight serving as the last one.  In the other six stage portions you'll be given the opportunity to gather Heart-Stars should you do a certain task, but more on that later.

Planting and watering tulips
Kirby's Dream Land 3's soundtrack was composed by Jun Ishikawa, who also did great music for Hyper Zone, Arcana, Alcahest, and the majority of the Kirby games.  After being absent for the second game, he decided to make a big soundtrack with rather different instrumentation.  Whether you find the soundtrack good or bad all depends on your personal taste in video game music; personally I find the soundtrack enjoyable and a big improvement over Kirby's Dream Land 2's background music as far as I'm concerned, which I didn't find all that memorable (in and out of comparison). The introductory music is soft and dreamlike, a few of the Ripple Field themes are really catchy, the various map themes are good, and some of the Grass Land themes are lighthearted fun.  A few of the remixes are pretty sweet, like the Gourmet Race theme from Kirby Super Star and the infamous King Dedede theme.  I'll admit there a few songs that I'm not too fond of, like the Level 5-6 theme and the regular boss theme, but the ultimate boss themes is better.  There are two different endings, with the real ending having the more rewarding and wonderful music.  =)  The sound effects are all right, like the water dripping effect and the inhaling sound effect.

Rick has got great climbing prowess
One word that everyone will agree on regarding this iteration's visuals, whether you like it or not, is "unique".  The visuals boast a look that was rarely seen in a Kirby game before, which makes it stand out.  The areas look pastel-toned and have each got their own distinctive detail, many of them even look like they were hand-drawn.  A lot of the Grass Land areas are filled with foliage, Ripple Field looks tropical and beach-like at times, and Sand Canyon has got some good backdrops (like those Stonehenge-like pillars in the distance).  Pop Star looks good in the universe, and I like the little bit of Mode 7 that it uses when it rotates and scales in.  The different map rooms look good, and the cutscenes that play before you start each level are fun to look at.  One of the reasons Kirby's Dream Land 3 has garnered mixed reactions from gamers and critics and drove some away from it is due to the visuals.  And all I've got to say to that is:
"Into my mouth!!"
On one hand, I do understand why some might feel this way; but on the other hand, are you serious?!  For the first time in the series there is actual environmental depth in a Kirby game!  Depth!!!  =D  The first time I played this game I couldn't believe my eyes!  Throughout the areas there are instances of parallax scrolling, moving foregrounds that sometimes animate, color-layering effects (okay, it's more dithering than anything else, but it works because it blends everything well; on my TV it looks better than in the screenshots I've gotten), various weather effects (rain, snow), careful attention to detail, flame particles filling the air in hot places, some rooms that glow, and tiny critters that are rather harmless (and are not actual enemies) and can be crushed (optional).  Kirby Super Star looked great, don't get me wrong, but let's be honest: it was more line scrolling and not much color-layering effects all-around; it's got nothing on this game's visuals in terms of everything I just mentioned.  It is just wonderful to look at!!  I mean how can anyone not like th--  ohhh, right, the visual style.  =/  Your mileage may vary.

Good illustration of the areas you're about to
enter
The character and enemy designs look significantly different, too, and honestly I don't mind that.  Okay, so Kirby's more white than he is pink this time around, but there is proper shading and lighting that I could forgive it.  He animates very fluidly, and so do the animal helpers with their variations in abilities and movement.  The enemies look good and charming as always, plus there are some new enemies that are introduced for the first time.  The bosses are more detailed, and a few of them are well-known familiars, like Whispy Woods.  At the end of each area you'll meet with certain characters who'll either thank you for doing a task for them or be sad that you didn't.  They look and animate well, and some of them are very recognizable cameos.  =)

Hey, it's R.O.B.!!!  =D  And Professor Hector!
One of the reasons it's gotten so polarized is due to it not being very challenging.  Geez, you'd think that after several years of playing Kirby games that they would've gotten used to that by now!  =|  Actually it's not so much that it's easy so much as how easy it is.  There's a high abundance of power-ups scattered around, ranging from stars (collect thirty to earn a life), bottles (restores 2 HP), Maxim tomatoes (replenishes all health), and the candy which renders you invincible for a short period of time.  And Kirby has a high advantage and can float in the air close to indefinitely if you didn't wish to go on foot; the abilities also help make things a little easier.

"Here, let me clean you up!"
But that's should you decide to beat the game head on.  It becomes challenging when you attempt to collect all the Heart-Stars and eventually 100% the game.  There are two conditional endings in-game: the good ending will be seen once all the Heart-Stars have been gathered and the sixth level has been accessed, if you haven't done so you'll be given the bad ending instead.  Obtaining every Heart-Star won't be easy, but it is possible with a little perseverance.  Each level's area has one Heart-Star each, and they can be earned in any number of ways.  Among some of these challenges are freeing the frozen flowers by melting the ice, matching the formations of the blocks to end-of-area character's shape, helping a character out, taking an animal helper to their mate in one go, saving a character and have them rejoin an end-of-area character waiting for them, gathering items for a character in need, et al.  In the third area of each level there are guessing challenges which you must get right three times otherwise you have to start over (at first it will start off slow until it gradually becomes faster); one of them, the one with Chef Kawasaki, requires good hearing as he'll have you pick which Gordo made the lowest, the highest, or in-between sound.  Some of the tasks are easy to accomplish whilst others will require a lot of hard work to earn, and if you don't manage to attain a Heart-Star the first time around that's all right, you'll always have a chance to try again next time.

Whoa, Waddle Dee is a genie!
The boss fights are good and they can be managed so long as you follow their pattern, especially Dark Matter who's got three forms that you have to beat.  One thing to note is while in most areas you can pause (and decide to return to the hub regardless of whether you've beaten it or not) that's not the case with the boss fights.  You won't be able to pause until you've defeated the boss.  If you've gotten everything up to Dark Matter's demise you'll get a 97%, with the other 3% being difficult to accomplish but it's not impossible if you stick with it long enough.  In the menu you can access the game and the options, and in the options you'll eventually unlock some big-time challenges: one of them is the jumping challenge where you must land on a star enough times without landing on the spikes, otherwise you'll have to start over (that's 1%); the next challenge will have you go through the five guessing games consecutively, and if you're able to get all three right five times you'll get another 1%; and the last one is a real doozy.

It is basically a boss gauntlet where you must successfully beat every single boss back-to-back all in one life; to make things really challenging, there are no health power-ups at all to help prolong your survival, so you must do your absolute best to be careful.  If you do manage to complete the game 100%, which is easier said than done, you'll unlock another option where you get to see all the cutscenes in the game whenever you wish, including all three endings (the third playing after emerging triumphant in the boss gauntlet).  I managed to pull it off once, and I got very lucky.  I wish you all the luck in the world if you decide to 100% Kirby's Dream Land 3.

Run away!!!
But just because this game is easy does it make it a bad thing?  I don't think it does, personally.  So long as the game is fun and engaging it doesn't really matter what the difficulty is like, and fortunately Kirby's Dream Land 3 to me is an enjoyable and charming iteration.  It's not perfect, and I don't mind admitting that it's got its flaws; such as Kirby walking slow and the fact that at times the scrolling can get weird and awkward at times.  I mean, what is this, Donkey Kong Country?  But if you can look past these blemishes Kirby's last platformer on the SNES is a very good game.  It display some of the most undeniably unique visuals found on the system, lots of visual depth, and musically it's not so bad.  The gameplay is good, the amount of charm is abundant, and the various ways to get Heart-Stars is quite interesting.  That and the fact that there are three different endings and the challenge from completing the game gives it a lot of replay value.

Pop Star looks pretty from the galaxy view
Kirby's Dream Land 3 is a title I find very underrated for a lot of reasons.  After Kirby Super Star was released it set the standard for great Kirby games for a lot of gamers.  That impact may have been taken a lot to heart for many when this game came out, and because of that a lot of people were disappointed in this one; since they expected it to have as much quality aspects as the previous title.  To be fair, Kirby Super Star is a fun game, and one of the very reasons it's fun is due to its many mini-games, events, and versatile play control; but Kirby's Dream Land 3 doesn't strive to be like Kirby Super Star, and not every game has to be like said aforementioned title.  This game just does what it does best: being itself and a worthy chapter in the Kirby franchise.  Plus, it's chock-full of surprises, secrets, cameo appearances, peculiarities, and weirdness all about.  =)
Kirby piggyback-riding on Pitch as he runs.  I won't lie, that's very interesting.  It's a good thing they're roughly the same size, otherwise Pitch would be struggling to carry Kirby on his back.
Come to think of it, Pitch is pretty strong as he lifts Kirby in the air as he flies while his talons are held onto.  That, or Kirby must be very light, or Pitch would've had a hard time lifting him.
Fascinatingly, upon closer inspection, Kirby's puffs have faces on them.
Uhhhhhm, I have absolutely no idea.  0_O
I don't know about you, but I think Kirby may be enjoying Chu-Chu being on his head a little too much.  Maybe it's just me, but to me there is just something disturbing about that; it evokes a negative message if you ask me.  {=|
Great crossover!  I'd say that this alone is worth the price of admission.  =)
Just for fun
Boy, I didn't realize Tamagon was still pissed off about his game never reaching American shores.  =(

Okay, so it's not Tamagon, but he does resemble him somewhat.  Among some of the interesting details, surprises, and cameos, there are times when the game really gets dark all of a sudden.  So Kirby just finished off Dark Matter's second form and it's time for the third and final form to emerge and...
holy crap, blood in a Kirby game???  <=O
Dude, things just got real intense all of a sudden!  =O  But then, isn't that how all the true final bosses in HAL's games are?  I've got to hand it to this game: it's not afraid to take risks.

(I hope sweeping floors is worth the minimum wage)
All in all, Kirby's Dream Land 3 is not a flawless game by any means, but while it lasts it's a very enjoyable platformer in my book.  Could it have benefited with faster walking speed and less awkward scrolling?  Sure.  But at the end of the day, there is more good here than there is bad, and I can forgive its faults easily because of that.  It's no Kirby Super Star but it doesn't try to be, and that's one of the things that makes it good.  It sounds, looks, and plays good, and it's a charming game.  One thing I didn't mention was that there are cases of "friend envy", where you pick an animal helper at the risk of upsetting the others.  Just look at their reaction once you join one; they instantly become shocked and then either become angry or sad afterwards.  It's almost enough to make you feel bad for not choosing the others in each area.

I personally loved Kirby's Dream Land 3 and many things about it.  Since the first time I played it I fell in love with it, and since then it's become my fourth favorite Kirby game; after Kirby Mass Attack, Kirby's Epic Yarn, and my number one favorite which I'll get to shortly. If you want to try a really good Kirby game, this will do it for you!  If you expect it to be like, say, Kirby Super Star then you may come out disappointed.  It's like ActRaiser 2 in this regard, in that if you don't think of it as an ActRaiser game then there's a chance that you might like it.  If you don't think of Kirby's Dream Land 3 as something else and just think of it as a game on its own, you should be all set.  If you're curious about it, I recommend you give it a go, and if you give it a chance I think you might enjoy it.  =)  But if you wish to experience the ultimate TV console Kirby experience (as far as I'm concerned)
then you need look no further than this masterpiece!  =)  However, that's for another day.
9.0/10
P.S.: To each their own.  =)
P.S. 2: It sure was nice for Kirby and his friends to recoup and reassemble R.O.B. in Level 3-6.  It's ironic, however, that they would combat each other eleven years later in Super Smash Bros. Brawl.  <=|
P.S. 3: Poor Nago, Pitch, and Chu-Chu would make their second and last appearance in Kirby 64: The Crystal Shards, albeit as cameos via the Stone + Cutter combo ability.  Rick, Kine, and Coo are cool and all, but why not use these guys again?  =(  They're fun, Nago especially, who I've grown to really like.
P.S. 4:
The difference between the two good endings are the way the characters are drawn and illustrated, and both versions are interestingly drawn in their own right.
P.S. 5: Fun fact: the sixth level, Hyper Zone, was named after HAL Laboratory's first SNES game.
P.S. 6: For those that are wondering: no, I haven't yet played Kirby's Dream Collection on the Wii, and I feel bad about it too!  Even though I have all the games that are on the compilation (albeit two of them as remakes), I'm more interested in the content and leftover challenge stages from Kirby's Return to Dream Land.  I hope I get to play it one of these days.
P.S. 7: Credit where credit is due: all the movie posters in the two collages I crafted are from Wikipedia; all the video game screenshots where taken by me as well as the emoticon; the cover of Kirby's Return to Dream Land is from www.techandgames.com; and the cover for Kirby no Kirakira Kizzu is from kirby.wikia.com.
P.S. 8: Gosh, I hope this review wasn't too long.  =(
P.S. 9: My favorite version of the Kirby anime is the original Japanese version.  I'm not real fond of the 4Kids dub.

I'll admit that the "friend envy" element took me by surprise and it was certainly interesting.  But no other game would do such a thing as that.  =)
=)  =|  ... eeeooooooohh, yeeeeeah!

Thank you for reading my review, please leave a comment and I hope you have a great day!  Take care!  =)