Difference between revisions of "Mana (series)"

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The '''Mana''' series (聖剣伝説, Holy Sword Legend) is a collection of action-RPGs developed and published by [[Square Enix]]. The English name for the series is derived from the concept of mana as a natural energy source and the holy mana tree featured in each game.
The '''Mana''' series (聖剣伝説, Holy Sword Legend) is a collection of action-RPGs developed and published by [[Square Enix]]. The English name for the series is derived from the concept of mana as a natural energy source and the holy mana tree featured in each game.
==Series Overview==
==Series Overview==
The Mana series is Square-Enix's premier action-RPG, with each game utilizing real-time combat and eschewing the common separation between between battle screen and the exploration screens. This focus on action was born out of series creator [[Koichi Ishii]]'s dissatisfaction with the turn-based command menus seen in [[Dragon Quest (series)|Dragon Quest]] and [[Final Fantasy (series)|Final Fantasy]] series at the time, citing that he did not feel a genuine connection between selecting a command from a menu and then seeing it play out on the television screen.  
The Mana series is Square-Enix's premier action-RPG, with each game utilizing real-time combat and eschewing the common separation between battle screen and the exploration screens. This focus on action was born out of series creator [[Koichi Ishii]]'s dissatisfaction with the turn-based command menus seen in [[Dragon Quest (series)|Dragon Quest]] and [[Final Fantasy (series)|Final Fantasy]] series at the time, citing that he did not feel a genuine connection between selecting a command from a menu and then seeing it play out on the television screen.  


This aversion to old-fashioned command menus is further emphasized via the Ring System--when the player needs to use and item in battle or select a spell, a rotating circle of icons appears and allows the player to sift through options more quickly than through the standard box design. As hardware strength progressed, this system would be taken a degree further by keeping the action flowing while the ring is active and allowing players to select options even while fighting.  
This aversion to old-fashioned command menus is further emphasized via the Ring System--when the player needs to use and item in battle or select a spell, a rotating circle of icons appears and allows the player to sift through options more quickly than through the standard box design. As hardware strength progressed, this system would be taken a degree further by keeping the action flowing while the ring is active and allowing players to select options even while fighting.