Secret of Mana Codexery

Dawn of Mana

A 3D action-adventure entry in the Mana series.

Dawn of Mana

May be found at the following website: https://www.amazon.com/dp/B000NGQ26C · via Wikipedia: Dawn of Mana · Fair use

Dawn of Mana is a 2006 action-adventure game for the PlayStation 2, developed and published by Square Enix. It is the eighth game of the Mana series and the third entry in the World of Mana subseries, following Children of Mana and Friends of Mana. The game marks a departure from the series' traditional two-dimensional action role-playing gameplay, instead focusing on action-adventure in a full 3D world.

Quick Facts

Developer
Square Enix
Director
Koichi Ishii
Artist
Nao Ikeda / Airi Yoshioka / Hiroo Isono
Writer
Ryo Akagi / Masato Kato
Composer
Kenji Ito / Tsuyoshi Sekito / Masayoshi Soken / Ryuichi Sakamoto
Series
Mana
Platforms
PlayStation 2
Released
JP · December 21, 2006 · NA · May 22, 2007
Genre
Action-adventure
Modes
Single-player

Facts from the source article.

Lore & Background

Dawn of Mana follows a young hero, Keldric, as he journeys to close a portal to a land of darkness opened at the base of the Tree of Mana. The game incorporates the Havok physics engine, with gameplay centered on grabbing and throwing objects and monsters to panic enemies before attacking with a sword and magic. Keldric grows more powerful within each area but resets to base abilities when entering a new zone unless difficult extra challenges are met. Unlike many predecessors, the game lacks cooperative multiplayer.

Reader's Guide

Dawn of Mana was designed, directed, and produced by series creator Koichi Ishii, with a script by Ryo Akagi based on a story by Masato Kato, and music led by Kenji Ito. It is the final game in the series developed in-house by Square Enix. Critics praised the graphics and music as beautiful and lush but found the leveling system annoying, combat controls difficult and frustrating, and the story trite. The game sold 229,000 copies in its first ten days in Japan and over 410,000 worldwide by the end of 2008, making it a moderate commercial success.

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