Secret of Evermore, released in North America on September 18, 1995, is a role playing video game for the Super Nintendo Entertainment System video game console. The game was created by Square Co., Ltd.'s new development house, Square USA. Evermore was not met warmly, because many believed it to have been the reason why Seiken Densetsu 3 was not translated or released to the stateside market.
Secret of Evermore's creation was Square, Co. Ltd.'s primary reason for opening Square USA. This new team of developers was responsible for working on the game while their existing American subsidiary Squaresoft operated as normal, handling the translation of Legend of the Seven Stars among other tasks. Squaresoft was also responsible for the marketing of Evermore.
In February 1996 the game saw release in the PAL territories of Australia and Europe. For the non-English-speaking market, it was translated into the French, German, and Spanish languages.
A unique element to Secret of Evermore is its system of magic. Rather than using a traditional system of collecting magic points and using them to cast learned spells, the boy must, with the help of his trusty dog's nose, find various ingredients that may be used to perform alchemic formulas which the alchemists across Evermore teach him; the rarer the ingredient, the fewer times a particular spell may be cast. Some ingredients are rarer than others, making players turn back to previous areas to collect them in order to cast various spells. With repeated use, alchemy spells went up in level, enhancing their curative, offensive, or support abilities, depending on their use. Spells began at level zero and could reach a maximum level of nine, and up to eight spells could be equipped at a time. Furthermore, items known as Call Beads can be utilized to summon the various powers of each of Evermore's leaders, usually in the form of a strong offensive spell.
The boy wields four different styles of weapons throughout the game: sword, spear, axe, and bazooka. His Bone Crusher is roughly categorized as the first sword. Each type of weapon has different characteristics; for instance, the spears at a high enough level may be thrown at an enemy across the screen, while the swords and axes can cut swaths of destruction around the boy's vicinity. With the exception of the Bone Crusher, all swords, axes, and spears may cut through vegetation. The boy operates the bazooka for the first battle of the game, but abruptly loses it and only receives it again at Ebon Keep to utilize against the deadliest monsters near the end of the game. Each category of weapon has four versions (one for each world the boy visits), and repeated use of them can increase their levels to a maximum of three, unlocking a new charged attack move with each level. The bazooka has three types of ammunition, each more destructive than the last; no charged attacks are possible, and when ammo runs dry, the bazooka can be swung as a weak club.
Although both the boy and his dog are playable characters for the majority of the game, Secret of Evermore is a single-player game. To remedy that, a member of the emulation community created a patch file that allows for two players to play the game at the same time, one controlling each character à la Secret of Mana. two-player patch
Throughout the course of the game, the player explores Evermore's main areas, many corresponding to different epochs of Earth's history: Prehistoria is an area with dense jungle and primitive men; Crustacia is a land of pirates; Nobilia remembers the Roman empire; Gothica draws on the Middle Ages; and Omnitopia is a futuristic space station.
Wending the world of Evermore, the dog's body transforms in a manner that corresponds to the theme of the area in which players find themselves. For example, in the world of Prehistoria, the formerly friendly mutt is transformed into a feral wolf, in the Crustacian/Nobilian region he becomes a majestic greyhound, in Gothica he takes the form of a fancy poodle, and in Omnitopia he becomes a robotic toaster dog capable of shooting lasers.
In each of the four areas, the boy will encounter a citizen of Podunk involved in the original experiment gone awry 30 years ago in the same mansion where the boy and his dog were transported to Evermore. The player will learn that the regions are manifestations of those citizens' personal Utopias. The boy's ultimate goal is to escape from this fantasy world and return to his hometown of Podunk.
The game's central themes of a boy and his dog and campy B-movies were dictated from overseas and fleshed out by Square USA, resulting in dialogue and themes uncharacteristically American for any previous console RPG. Due to copyright issues, all of the boy's references to B-movies had to be imaginary (the writers often poked fun at B-movie titles, such as when the boy observes that a gladiator battle reminds him of a scene from Blood, Dirt, Sweat, and Togas). Puns are another common source of humor in the game, such as a fight with a living stained-glass window in Gothica whom the boy calls a "pane in the glass".
Particularly of note is the score composed by the revered video game composer Jeremy Soule of Icewind Dale and Morrowind fame. While still in high school Soule was a large fan of video games and he felt that the scores in most games "lacked drama and intensity" * and after completing high school created an experimental demo showcasing what he felt video game scores should sound like. Soule was hired by Squaresoft after reviewing the demo and was promptly given the task to score Secret of Evermore. As a result Secret of Evermore's score differed greatly from all previous Squaresoft games by incorporating organic environmental sounds like wind blowing and rain falling into the music utilising a more mellow tune for an orchestral score that contrasted completely the epic scores of Secret of Mana and Final Fantasy VI.
Because of the limited success of Secret of Evermore Squaresoft produced only a small number of albums, making it to this day the rarest Squaresoft album produced and is highly sought after by collectors.
The reality is that Secret of Evermore did not have any effect on any translations of Square's Japanese titles. The decision of its parent company, Square, Co. Ltd., to add a new development team to its existing Squaresoft office in Redmond had absolutely no effect on any such translations and did not tie up any of the people involved in translation. It was the parent company's decision not to continue translating titles, including the sequel to Secret of Mana.
Furthermore, Secret of Evermore was not made instead of any new titles in any existing series: Its team was specifically hired to create it and they would not have been assembled otherwise.
1995 computer and video games | Computer and video game soundtracks | Computer and video role-playing games | Super NES games | Square games
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