After two (relatively) RPG-heavy Manas, Square Enix pulled a mechanical u-turn with Dawn of Mana, their most elegant production yet and a sudden departure towards level-based, 3D action-adventure. Its new systems capitalize on Children of Mana's brawler influences, resulting in combat that encourages using the environment to cause as much physics-y mayhem as possible. Alas, for the next 20 or so hours, they proceed to waste those intuitions on many (many) obnoxious levels, enemies and boss fights with equally unwieldly controls.