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It is hard to believe that after three games, all for one system
nonetheless, a game series can still be considered underrated. Obviously
enough people are buying these games, making each release profitable,
yet even with that logical argument I am constantly discovering
gamers unacquainted with the Shadow Hearts world. [You can add me
to the list! Unaquaint-Ed]. Which is truly a shame, because from
promising, albeit ugly duckling RPG beginnings (see Shadow Hearts,
and to a lesser extent, the prequel Koudelka), the wonderful developers
at Nautilus have been able to rear a beautiful flagship series that,
starting with the first sequel, Shadow
Hearts: Covenant, can travel proudly with any other RPG series
on the high seas.
However,
with a successful sequel comes higher expectations. Covenant was
a colossally progressive step, a deep-cleansing facelift that addressed
nearly all of my complaints (unattractive presentation, mediocre
storytelling) about the first title, while still keeping in place
its best features (the Judgment Ring battle system, historical setting
and off-kilter characters). Coming out of nowhere, it was 2004's
pleasant surprise and easily took a place near the top of my all-time
favorite RPG list. Could this latest sequel, Shadow Hearts: From
the New World, allow the series to one-up even itself, gracefully
strutting into the upper echelon of RPG series? Unfortunately, like
main character Shania's outfit, there is just too much missing for
you to constantly keep your attention centered on what is there.
Starting
off in New York City in 1929, roughly 11 years after Covenant's
end in Europe, the story wastes no time putting together your motley
crew and getting you out and about the Americas. You'll sightsee
in Chicago, a historically inaccurate Las Vegas, Mexico, and many,
many more - all of the locales are rendered nicely, especially the
cities, though they are graphically no more or less appealing than
the high quality Covenant, - which isn't a bad thing by any stretch.
What is a bad thing though is that there is no town in From the
New World (outside of New York - though it's broken into multiple
sections) that is more than a few screens big.
These
huge, bristling cities are reduced to mere blocks, constricting
their presence and ability to draw the gamer in by their stature
alone. Now, if each block was full of buildings to explore and interact
with then I would have no qualms - but that's not the case; there
are almost no buildings to enter and explore, NPCs rarely change
position (though thankfully most of their conversations change multiple
times throughout the game) and there aren't even shops to visit.
This is not a new thing for the series - town exploration has never
been a big factor, although this is the tightest it has been trimmed.
Does that make it easier to accept Chicago and New York as mere
blocks? Not so much, and non-linear folks will really feel claustrophobic
here.
To
keep with the theme of mild disappointment, the music rides the
line between standard RPG fare and period and/or culture related
pieces. Just as Shadow Hearts has never been one to fully indulge
town exploration, neither has it done the same with music based
on the period or culture where the characters were tromping about.
The jazzy tune played around New York will either annoy you or have
you singing the whiny trumpet part to yourself in public places
- either way, it does, more or less, fit the time and place. However,
go somewhere like the Native American village in the Grand Canyon
and instead of hearing some sort of tribal song, we are given a
song that could have been in any other RPG that had sunny, mountainous
section. It does disappoint a bit, but with all the music definitely
worth your ear's time, it is hard to make a big fuss out of it.
Now
to buck the casual nay-saying for the moment! One of the staples
of the Shadow Hearts series is the Judgment Ring battle system and
this game is no exception. Thankfully very little has changed since
Covenant and the Judgment Ring system remains one of the best RPG
fighting systems on any system. This system plays out much like
stopping a hand on a clock; by timing button presses as the hand
moves clockwise past dual colored wedges (the biggest area is known
as a hit area, smaller part as strike area) set along the Judgment
Ring, you'll determine not only if you will execute the action,
but how effective it will be. Everything in a battle must be done
using the ring - attacks, magic, items and so on. This keeps you
on your toes during the countless battles you're sure to fight throughout
the game.
The
ring itself is completely customizable, adding another layer of
depth. For starters each character has a different ring, with their
own hit area placement and strike area size, starting hit/strike
area placement and hand speed. From there hit/strike areas can be
added to an attack ring for more chances of attack. Hit and strike
areas can also both be widened, making them easier to hit. The speed
at which the hand moves across the ring can be slowed down, which
is vital for consistent, maximum action effectiveness. Status effects
can be added to a ring, which run the gauntlet from stat damage
(defense, attack, etc.) to status effects (poison, fire, etc.) that
are added to attacks.
Combos
also make the transition from Covenant, but instead of having to
run next to a character to 'link up' with them, you must first build
up the new Stock meter. This meter, with one for each enemy and
party member, allows for not only the aforementioned combos but
also for a single character to double their actions for one turn.
This is the first RPG I have played where every single random battle
could end in my demise if I wasn't paying full attention - a lesson
I learned the hard way! Not to mention what this means for boss
fights; especially those that have more than one attacking character.
If you do catch your enemies with full Stock meters, you can use
special Stock-depleting attacks to keep yourself from being on the
wrong end of a turn-altering Stock combo.
Magic
has been the one part of the fighting system that Shadow Hearts
has never been able to settle on. This time out, it is now handled
much like skills were in Final Fantasy X-2, using interchangeable
charts known as Stellar charts. These upgradeable charts, shaped
like zodiac signs, have empty nodes that you fill with magic Stellar
pieces. Each Stellar has a spell in it, along with a numbered rank,
and can only fit into corresponding nodes - pretty simple stuff.
This is the best system that the Shadow Hearts series has put together
so far; very user-friendly yet it can be tailored to the player's
whims and preferences.
Character-specific
skills are as excellent as they have ever been and are almost all
worth the time spent to gather them, not just for their usefulness
but for the comedy they provide (though I'll leave that for you
to discover!) Actually, the side quests finished to gain these abilities
can be more fun than parts of the main story! Along with many of
the best items, these special moves are nearly exclusively picked
up and/or learned through the extensive list of side quests (at
least ten hours' worth). Unlike many other RPGs, which reserve the
majority of side quests for the end of the game, From the New World
sprinkles the main quest with them, keeping it from feeling back
heavy. Side quests range from filming movies at Purramount Studios
(with a giant cat George Lucas and Arnold Schwarzenegger) to hunting
animals of American lore such as Bigfoot to tracking down a cat
thief - and that's only a taste of what's out there! All these side
quests add a much-needed sense of non-linearity to what would otherwise
essentially be a linear game.
Another
nice addition to extend the playing time of this game is multiple
endings to achieve and the option of playing the game again after
beating it with the same levels, items, magic and so on that you
gained on your first run through, more commonly known as a "Game+"
scenario. Without those two and the side-quests, there would be
little reason to come back after your thirty or so hours of play
time. It seems like a rather easy and tacked on addition, but sometimes
simple gifts can provide hours of fun - and this is one of those
times.
Now
for the best part of the game: the characters and the storyline.
The characters, both playable and otherwise, are really what draw
you in, especially initially. Despite dipping a bit too much into
the race cliché bucket (Natan and Ricardo are prime examples of
this), the main characters have all been granted depth and detail
that sets them apart from other RPGs. It's not everyday your party
consists of a man named Frank the Ninja who draws from MacGyver
when it comes to swords, or his master, a giant cat/mob bodyguard/movie
actor named Mao (or as Johnny likes to say, Master Meow). Though
Johnny could easily be swapped out with any other effeminate male
lead, the other characters look and feel specific to this game (or
at least Americana). Character models are just as unique, sporting
high quality graphical detail wrapped in original garb (thank you
for different art for each weapon!) The cut scenes are animated
perfectly, with excellent effort put into hair and clothes to further
produce realistic characters - you may want to have a bib handy
when a CGI movie comes on the screen to collect all that drool,
as they are just unbelievable!
The
voice acting is mostly acceptable - perhaps a bit awkward at times,
but never offensive. All the characters have perfectly cast voice
actors (though don't confuse that with excellent), with Marc Thompson's
work as Frank and Mao topping my list. He hits each of their voices
just brilliantly and with each voice being drastically different,
it's quite a feat. My only complaint with the voice acting overall
is the questionable line delivery that randomly plagues the story.
Sometimes you have to wonder, " is anyone even directing this thing?"
as lines are read out of context here and there.
The
storyline follows a rather quirky route, to say the least - quirky
and only loosely historical route (ie: don't write history papers
based on what's in this game!) Sixteen-year-old rookie detective
Johnny Garland starts up a detective agency in New York after his
father and sister die, instead of taking over the running of his
late father's business. I'm sure his deceased father just loved
that - insert 'turning in grave' here. Through way of a case for
creepy midget Gilbert, Johnny meets up with Native Americans (of
the Generic tribe) Shania and Natan, two bounty hunters who are
out to kill monsters and searching for the woman who killed nearly
all their of their tribe. But before you get accustomed to a rather
dark beginning, Frank the Ninja is thrown your way with all his
old white man ninja qualities (yes, I realize what I just typed).
He says his master can help with information to find Gilbert, who
Johnny is looking for so he can give him a report on his case. This
leads you to Al Capone-controlled Chicago, which is being watched
over by the master of drunken fighting, movie acting and mob bodyguarding,
the aforementioned Mao. And that's just the first few hours!
One
of the more endearing qualities of the first half of From The New
World is its ability to keep things light-hearted, even when dealing
with heavy topics - not unlike a good comedian. Gabe from Penny
Arcade laid it out best when he posted this on his site: "Personally
my favorite thing about the game is that it doesn't take itself
too seriously. It's actually really refreshing to play a game that
sort of recognizes how convoluted the RPG stories are and decides
to make fun of the fact." It's hard to get too wrapped up into any
one serious moment of this game when the traveling merchants, two
homosexual bikers who run the on-wheels store, "Just Us Guys," seem
to pop up around every corner!
I
only wish I could be loving about the final half of the game. The
two antagonists, Killer and Lady, are just dropped into our laps
at the beginning, with little explanation as to who they are, where
they came from and why we should care. As the story progresses,
cut scenes try to let us in on the relationship and personalities
of both the antagonists and protagonists, attempting to endear all
of them to us, but that is hard when both groups share the same
scenes, and near impossible during blocks that are focused solely
on progressing the storyline instead of the characters. Not only
that, but during the same middle portion of the game, a portion
normally used to add depth to existing party members, very little
attention is paid to proper personality growth, and even when it
is focused upon, it's done in a bumbling, amateurish way, quite
unlike the beginning of the tale. This retards to near-irreconcilable
terms the development of the relationship between the player and
all the main characters - the story tries to address this towards
the end with one excellently executed plot curve ball, but by then
the damage has already been done, the emotional pull minimized;
it broke my heart that such a wonderful plot twist moved me so very
little.
I
wish I could make some sort of excuse for these negative marks,
but Nautilus has no one to blame but themselves for trotting out
what feels like an unfinished game as far as the story goes. The
battle system, graphics, voice acting, and music are all, for the
most part, top notch, well deserving of the attention of not only
fans of the Shadow Hearts' series, but also fans of RPGs in general.
However, the eventual halt of the story (arguably the most important
part of a RPG) brings the whole package down. I still find it hard
not to gush about the positives and the fun I had in between letdowns
though, so don't let my score or complaints keep you away from this
Shadow Hearts: From The New World - just use them to prepare yourself
properly!
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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