Finished Heroes of Mana, the RTS Mana game for the Nintendo DS. I'm glad it's over, it only took 17 hours to beat.
I knew this wouldn't be that good, it's an RTS game on a handheld console, but Jesus Christ, I didn't expect the pathfinding to be this horrendous. I'll take guiding dragoons to go up ramps any day of the week over the nightmare inducing suffering that awaits in this game. This fucking pathfinding man, it's just headache inducing. If you order a unit to go somewhere and another unit cuts its path, then it's game over, it'll literally (seriously, I'm not exaggerating at all) circle the entire map to get to its destination even if it's just a couple of tiles in front of it. I had so many gatherers going to the ass end of nowhere and either starting events that would spawn mobs, getting themselves killed or just pulling giant fuck you mobs. To make it even worse your troops can't push friendly units out of the way, so if one of them is blocking the path then good night, your entire army grinds to a halt. Seriously, it's just so bad. Often times I saw units, that I never recalled giving orders to, on the opposite site of the map wondering aimlessly. But wait, there's more! You have certain units, hero units are the worst offenders here, that don't react at all when attacked by ranged units. They'll just stand there doing absolutely nothing while archers take them out. Hey, at least to balance things out you have some units that go full retard and chase the enemy to the ends of the earth. Think that's it? Fuck you, not a chance. Units can only be healed if they stand perfectly still. A bit odd, but it doesn't seem to be such an issue, right? Wrong. Good luck ordering your troops to go to a healing shrine and standing perfectly still. You'll have a good number of them that just won't stand still and will desperately attempt to reach a point occupied by another unit. Your units can't even disengage the enemy properly when ordered to. So if you want to order a unit to leg it while fighting an enemy, it will move away for a moment, then return to hit that enemy, then move away then jump around the same two tiles for a bit and FINALLY move away. It gets even worse if there's another enemy nearby as your unit will then go from attacking the enemy it's trying to run from, then attacking the other one nearby then going shuffling around between tiles a bit and if it's still alive by then, at long last retreat. It seriously felt like most battles were fought not against an opposing army, but against the pathfinding and unit AI. Now imagine no control groups and no ability to instantly move the camera to the latest event with this horrible, horrible pathfinding and AI. It's hell on earth to lead large armies on complex maps. But, to be fair, the opposing AI doesn't fare that much better either and quite a few enemy bases ended up with traffic jams that disabled and turned them into non-threats.
Almost dropped this game at mission 15. Terrible mission, simply terrible. You have to collect a certain number of resources to win. There are limited resources near your starting locations and the only other two collection points are near the enemy base and near a route frequently traveled by troops. You can't build units, the enemy base has infinite resources and if damaged will relocate to another place. If it's destroyed then another base will be deployed on the map. Still, it doesn't sound that hard, right? Doable enough, isn't it? Not with this pathfinding. Have fun babysitting retarded children that gleefully charge into abattoirs. Failed that mission so many times due to gatherers walking straight into the enemy base or taking six trillion hour long routes around the map.
Also found it rather amusing how on the first mission that introduces an enemy ship, the protagonists go out of their way to point out how eliminating enemy gatherers will eventually stop their reinforcements, but the AI has infinite resources and machine gun fires new units out of its base.
I still enjoyed the gameplay quite a bit at times. There's a somewhat decent game hidden deep beneath all those issues. If this were a PC game or at the very least on a real console then it might've been alright.
Anyway, the characters are pretty much cardboard cutouts and there's really nothing to them at all. No character building, no entertaining interactions, nothing. They don't even change expressions during cutscenes. Children of Mana, also on the DS, had characters changing expressions during conversations and events...
The graphics are pretty good for a DS game. Maps are radical, sprites are tubular and character art, despite being static, is alright. That's about it for the visuals.
It's a Mana game, so the soundtrack is decent enough.
The story isn't anything interesting. The story in all these Mana games, with the exception of Legend, is pretty much worthless anyway. Bad guys are up to no good, stop them. Anyway, this game takes place before Trials of Mana, so you'll encounter quite a few locations and characters from it and I guess that's nice. I did find the fact that you keep on fighting the same characters over and over again to be quite annoying. It's a bit amusing at first to see them return for another beating and all that, but after the third and fourth encounter with the same dude, it just gets real tiresome.
So, yea, Heroes of Mana... Fucking hell.
Oh and I didn't like how Wisp was rude towards Shade. Leave Shade alone, he's cool.
Well then, onwards to Dawn of Mana. Apparently that one isn't all that great either.