t is too bad that some gamers will play Heroes of Mana under the impression that they will be getting a handheld approximation of the real-time strategy experience. I concede that many of the concepts in this game are similar to those in an RTS; you harvest resources, build structures, and generate units to fight. Sadly, these ideas flounder so completely in execution that any resemblance to a real strategy title is lost.
The most important component to hit the chopping block is your control over the units. The only command you can issue is attack-move, so if a specific enemy changes location while your guys are in transit, they’ll reach their destination and stand there like gits. That’s assuming that they even arrive, since the pathfinding is so laughably terrible. It’s frustrating and baffling to tell your group of heroes to move straight ahead, and instead they spread out every which way like they’re looking for some kind of morons-only shortcut.
I want to clarify that very few of my issues with the game stem from the stylus-controlled interface. Selecting units works surprisingly well, and it was a good choice to use a centralized location for structures (instead of a sprawling base). Issuing the orders isn’t the problem, it’s what the game decides to do (or not do) with them.
Even if you consider yourself a fan of the series, don’t waste your time here. There was a time when the Mana name meant something, but this is a disappointing entry that drags the franchise through the mud.