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SO, ANOTHER BRAND NEW MANA GAME IS SLOWLY UPON US
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Square Enix have announced Rise of Mana, a new entry in their Mana series, for release on iOS and Android. Revealed in Famitsu this week, the game, like other recent Square Enix mobile titles, will follow a free-to-play model with micro-transactions.
The story begins when the main character falls from the heavens and lands on Earth. For reasons currently unknown, he or she has a body that is half-angel and half-demon. The real-time system will allow up to 8 players to play together at a time and be able to swap between angel and demon on the fly.
So this was definitely a welcoming surprise when I first heard about the news. For someone who grew up playing some of the earlier Mana games for the SNES and PS1 – I was wondering when Square-Enix would announce another one of these things.
Although the trailer for this game looks absolutely fantastic, it’s quite disappointing to see that this game isn’t being ported to any of the home consoles as well, like the PS4 or even the Xbox One or even offer cross platform play for the 8 player multiplayer component. As of right now, Dawn Of Mana, which was released waaaaaaay back in 2006 is the last home console Mana game to be released, which was about 8 years ago. (And that makes me actually quite sad.)
The free-to-play / mini-microtransactions worry me a little though, of course. After seeing some of the other mobile free-to-play / mini-microtransactions RPG games being heavily scrutinized as of late *cough* *cough* TALES OF PHANTASIA *COUGH*, I’m a bit concerned about how all of this is going to turn out. Although most of the mircotransactions, for now, seem to be centered around the weapon crafting system – or whatever the hell that means – I’m still worried that they’re still going to screw this up and do something stupid like charge people to save their games or something, similar to what Tales Of Phantasia did.
Oh well, this is still pretty good news. ^^
Square Enix have announced Rise of Mana, a new entry in their Mana series, for release on iOS and Android. Revealed in Famitsu this week, the game, like other recent Square Enix mobile titles, will follow a free-to-play model with micro-transactions.
Why, Square, why? This would have been an awesome 3DS title, too, but they want to join in on the bilking system so much.
Anyway, the game DOES look pretty impressive, but to reintroduce it like this is kind of disappointing for me.
I swear to God, I swear! If Konami does this with Suikoden I might just have a break down. First Breath of Fire, now Secret of Mana.
Don't test me on this Konami. I will go postal.
Don't test me on this Konami. I will go postal.
After trying out a couple of them, I generally stay away from microtransaction games, as I'd rather just pay once for a well made game than play a free game where they're going to go all "death of a thousand cuts" trying to make me pay for tons of little things. It can be done well, but it usually isn't. ;_; Oh Mana series, I agree with Ratty, it would have been so much more glorious on the 3DS.
Yes, please, do not make Suikoden: Pay To Win.
author=Liberty
I swear to God, I swear! If Konami does this with Suikoden I might just have a break down. First Breath of Fire, now Secret of Mana.
Don't test me on this Konami. I will go postal.
Yes, please, do not make Suikoden: Pay To Win.
It depends on how they do the microtransaction model.
If you're paying for each individual chapter in the story, that's better than say charging for items/characters/whatever within the store. They've actually released some decent games using the first format, and the end game pricing isn't too horrible (usually in the $15ish range for the entire game's worth of chapters).
And if it's not something you need to finish the game, but a convenience, that's yet another thing.
But shit like energy to keep playing or whatever, screw that noise. If I'm playing a game, I want to be able to play as much in one sitting as I want without waiting on horrid timers to gate gameplay and make it last longer.
If you're paying for each individual chapter in the story, that's better than say charging for items/characters/whatever within the store. They've actually released some decent games using the first format, and the end game pricing isn't too horrible (usually in the $15ish range for the entire game's worth of chapters).
And if it's not something you need to finish the game, but a convenience, that's yet another thing.
But shit like energy to keep playing or whatever, screw that noise. If I'm playing a game, I want to be able to play as much in one sitting as I want without waiting on horrid timers to gate gameplay and make it last longer.
author=unity
Yes, please, do not make Suikoden: Pay To Win.
Suikoden - The 108 Dollars of Destiny
Darigaaz, what am I doing?
author=Liberty
I swear to God, I swear! If Konami does this with Suikoden I might just have a break down. First Breath of Fire, now Secret of Mana.
Mana has been shit for longer than it's been not-shit anyway. It's basically impossible for this phone game to be worse than the DS ones. Even the last good Mana game, Legend of Mana (circa 1999, like fifteen years ago), is still really weird and terrible in some ways.
author=Travio
It depends on how they do the microtransaction model.
If you're paying for each individual chapter in the story, that's better than say charging for items/characters/whatever within the store. They've actually released some decent games using the first format, and the end game pricing isn't too horrible (usually in the $15ish range for the entire game's worth of chapters).
And if it's not something you need to finish the game, but a convenience, that's yet another thing.
The only reason companies make games on microtransaction pay models is to make more money. If they charge separately for individual chapters, they're doing it because they think that they can get more money out of their audience that way than if they'd simply sold the game up front. Either they're charging more than they otherwise would have for the complete game, or they're expecting to sell it to people who wouldn't have bought the game up front.
Similarly, if the transactions are for things which aren't necessary for game completion, but are an added convenience, they're still planning to make more money than they would have by simply selling the game. What this model incentivizes are games which hook players with the premise of being free, and then apply all the psychological pressure they can bring to bear to make the player want to pay for stuff. If this means making the game deeply frustrating, dissatisfying or unfun without the paid material, that's not really a downside for them.
A new Mana game? I don't know what to think about that. On the one hand the character design is kind of ridiculous, but the graphics are OK and the music sounds good. Maybe If the gameplay is food I'll-
...
Well screw that!
author=Addit
for release on iOS and Android.
...
Well screw that!
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