When reviewing Children of Mana, it's interesting to note the general disparity between the game reviewers' average scores, versus those of the more casual player (as represented by "User Scores"). On sites like 1up and IGN for example, the reviews from the readers have been positive, if not glowing. They gush over every aspect of the game, and praise the purchase of Children of Mana as a wise and prudent decision.
I, however, find myself leaning toward the other end of the spectrum: I simply don't get how a game categorized by mindless hack-and-slash mechanics through linear, repetitious levels completely devoid of any intelligent storyline could possibly elicit anything but acute ennui. Granted, I've been known to enjoy other hack-and-slash games, especially co-op or multiplayer titles like Baldur's gate, Diablo, Dungeon Siege, and so on. All of these titles employed interesting combinations of dungeon crawling, character customization, and unique storyline to create a rich world. However, Squenix blunders on all three, resulting in a poorly substandard title.

CoM's hack-and-slash dungeon crawling could be appealing on its own, if it weren't for the poor execution of puzzle solving and its innately repetitious setup. The object of each and every sub-level is to find the key -- formed in the shape of a dewdrop the size of a watermelon -- and use it to activate the gate to the next area. Both are hidden, which has the potential for some interesting puzzle solving gameplay. Unfortunately, Squenix squandered their chance at this gameplay goldmine, and instead, every single sub-level (which become ever longer as the game progresses) has the user fulfill one of two basic guidelines: Kill all/one/a group of monsters, or use weapons/the environment to destroy an object, and the player will find either the exit or the mammoth dewdrop hidden underneath. Worse, the second screen on the DS tells you exactly which of these tasks must be completed to find both, thereby stripping the game of any sort of real sense of discovery. Combine this relentless tedium with scores of monsters that have gobs of health and take too much time to kill, and what do you get? Feces.
Children of Mana briefly touches on character customization, offering a few distinct weapons and class types, several different types of magic, and a gem system that allows the player to fill their case with gems that affect the stat of their choice. However, there are only four weapons in total, all of which must be used at various points in the game, regardless of any personal favorites you may develop. The magic system is completely useless, as it takes several seconds to actually activate the spell, and once activated, it takes several more seconds before it seems like the game understands which spell you want to cast. By the time a spell is successfully cast, its effects are so marginal that standard weapons generally yield far greater results. As for the gem system, it is interesting, but it's far too limited, forcing the player to focus on gems that become so overpowered that it ceases to matter which character class the player picked at the beginning of the game.

And the storyline? Picture this: your character has to fight Malevodons, in order to turn them into Benevodons. Real names, I promise. To slay them, the character uses a sword, but they don't swing it in the traditional Arthurian sense: no, the character shines it at their enemies. After most major levels, you encounter problems in the road that have been pre-solved for you, just to tempt you into believing, just for a second, that you are indeed capable of thinking for yourself. The side quests that your character can partake in include jobs that force you to replay the same five levels an infinite number of times, using the same tedious dungeon guidelines mentioned previously. All of these ponderously bad storyline elements, when coupled with a half-assed sense of urgency from the characters, are completely disappointing.
Finally, some might argue that the game's saving grace is the beautiful artwork and visual eye candy, or even the multiplayer appeal. The game does look strikingly amazing for a DS title, of that there is no doubt. However, most of the visual grace is confined to the bosses and to the main town, as the dungeons reuse scenery items far too often to be described as beautiful. As for the multiplayer aspect, there is no sense of adventurous camaraderie: instead, the inability to trade with other players, and the poorly designed physics system means that generally other players just get in your way.
All things considered, this game had the potential to be one of the greater hand-held titles of all time. Unfortunately for the consumers, Squenix has become complacent in their later years, churning out bad games with familiar titles simply because the name will sell. I certainly bought into it, I'll admit. It brings a tear to the eye just thinking about those misspent thirty-five dollars. Sigh.