The only Square game designed in north america, Secret of Evermore proved to be more than just a western Mana epigone. Regional differences are visible in its writing & main characters, while gameplay/system ones such as alchemy - which simply adds crafting materials to leveled spells (mainly for RPG utilities but also for mild Zelda-like progression), offer partial but more intriguing twists on the source. Its combat follows a similar approach; top-down brawling modeled after Secret of Mana (ring menu, stamina, charge attacks, battler-swapping, etc.) but without the ability to vortex and push foes around (as knockdowns last for a fraction of what they used to), focused instead on evasive movement, brief stuns and follow-up attacks from a companion. In a sense, it's closer in concept to the original Seiken Densetsu than to its follow-ups, although updated with the speed of SD2 and the flow of SD3. If its production pales when compared to mainline Manas, Evermore managed to surpass them in other areas, from enemies (trickier and more diverse in design) to sprinting (that controls more freely than SD2's pegasus boots-ian dash), from progression (quasi-levels that leave the world map for much later) to dungeons (lengthier and far more creative). Not everything works - though: Its weapons feel samey beyond their niche, bosses are as varied as they are annoying, and the second half disappoints, relying too heavily on mazes, hidden paths and backtracking to confuse the player.

Reviewed on Feb 28, 2024


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