Mana Khemia: Alchemists of Al-Revis (PlayStation 2) review"At first, I didn’t believe Mana Khemia: Alchemists of Al-Revis had what it takes to be epic—or even great. In truth, “good” was all I really expected. " |
At first, I didn’t believe Mana Khemia: Alchemists of Al-Revis had what it takes to be epic—or even great. In truth, “good” was all I really expected.
Without question, it’s the cleanest, most visually stunning game I’ve seen on the Playstaion 2, but those graphics are lent primarily to backgrounds and still frames. Excluding the game’s intro, Mana’s cut-scenes are tragically few and far between.
Mana’s story was reminiscent of a retro RPG, with a main character—Vayne—who’s quiet, somber and suffering with a case of amnesia. It gave him a cast of zany characters—like a flirtatious catgirl and teddy bear-toting ghost—to interact with and a shadowed, mysterious past to overcome. Initially, it built interest, mixing a world of intrigue with humor; antics with ambiguity. But I’ve seen that played out countless times before, and Mana had a bad habit of introducing new questions without solving any of the original ones. I got only glimpses and pieces of the puzzle between fairly long chapters, and no real end in sight.
But if I’ve learned anything from the last 15 years playing RPGs, it’s that all it takes is one thing—one outstanding, captivating thing—to make a game great.
For Mana Khemia, it was Alchemy.
Don’t think, in reading that, you’re going to encounter another simple, optional side-quest like that seen in Dragon Quest VIII. Mana’s encompasses the entire game, makes it the driving factor and focal point for everything else, and it’s done so brilliantly that you can’t help but get obsessed.
The one drawback I found in DQ’s Alchemy were its limits. If I wanted to make an item, but didn’t have the ingredients I had two options: scour the earth looking for it, or give up. Not so with Mana. If you’re missing a key item, you can substitute with another. For example, if you’re looking to make a Flea Necklace (Vayne’s weapon) one of the main ingredients is Dietary Fiber. However, if it’s missing from your inventory you have the option of replacing it with a Spinacherb, Gash Twig, Eicheloa or Poison Shroom.
It’s here where Mana becomes complicated, but also incredibly addictive. Each item has certain elements and attributes when used. Using Dietary Fiber will most likely garner you nothing, where as using the more rare Shroom will add a poison strike to your weapon. Most items have some element or attribute. Some will allow potions to heal more HP, add an element of fire or lightning to a weapon, or even increase your HP when added to armor. The most beneficial items are typically the hardest to find, but it pays off in the long run.
Instead of gaining levels to increase your stats, your over growth is dependent on Alchemy and the items you make. Much like Final Fantasy X, Mana uses a chart boost your character known as the “Growth Book”. It’s filled with broken nodes of every kind—from increasing the number of attacks you get, new skills or an increase in one of your stats. These nodes can be purchased with AP during battle, but where it differs from FF X is accessibility. You can’t simply move from node to node once you’ve garnered enough points. In order to fix a broken node, you have to mix the item—not buy it—that’s linked to it. Sometimes it’s as simple as flour, other times it’s a rare weapon or armor. The harder the item, the more beneficial the increase is.
It sounds painstaking, and I thought the same thing but it’s actually nowhere near. Most nodes are shrouded, so you have no idea what you’re going to unlock until you move closer to it in the book. Many a nights I was up well past when I wanted to be, grinding and item hunting just to unlock the next node, waiting for a new skill to use, or a boost to prepare for a boss fight.
And I appreciate that I don’t have to search for every single recipe. In most instances, you will stumble on new items while making others. Vayne will get an idea to tweak what he’s currently making, or a friend will implement a suggestion after he’s finished and a new recipe will open up. As it was with the Growth Book, your next step can be a blind one, and the enjoyment lies in the mystery of what you’re going to discover. I could—and did—spend hours making items, tweaking their ingredients and making them again.
Mana Khemia: Alchemists of Al-Revis is lacking in areas “grand” RPGs typically excel—cut-scenes, innovative combat or a powerful, moving story wrought with emotion. And yet, it doesn’t matter. Shining Force didn’t have those things either. But it did one relatively new thing—strategy—extremely well and still stands as one of the best because of it. Mana is no different. Alchemy is without question the most innovative, addictive, interesting aspects I’ve seen in the last decade.
It makes you think. It makes stat building a test of intelligence rather than patience, and makes every second you spend grinding entertaining and well worth your time. And to me, that’s epic…just not in the way you would think.
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Featured community review by True (July 22, 2009)
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