I don't even know what to say about this game. It's an even mix of cosmic/occult horror narrative and really weird comedy. I'm well-aware that that combination sounds misguided at best and pointless at worst, and that's exactly why I find it hard to explain why I love this game so much. Of course, it helps that the gameplay is brilliant, but it's just beyond me how the game can project a malign atmosphere successfully despite the presence of a Hard Gay Vampire Pro Wrestler in the party. (I'm pretty sure Joachim is the best character ever, by the way.)
It seems a hallmark of games I love is that there's an outsize amount of effort put into the most cosmetic aspects. SH2 doesn't disappoint. Each item and character has a lovely hand-drawn picture and description in the in-game dossier. Each random town NPC is given a personality quirk and some sort of relevant or development over the course of the game. There's things hidden in every square inch of every area... some of them so well hidden that you basically have to use a guide. Oh, and each character gets their own optional dungeon on top of the many main-game areas. The dungeons are one of the best aspects of the game, and the furthest thing from the drab interchangeable mazes in most JRPGs. Especially in areas like Manmariana Island, Neam Ruins and Tiffauges Castle, the design focuses on inventive and well-executed puzzle ideas. Expect anything from logic puzzles to stealth sections.
The real draw of the whole Shadow Hearts series is the combat, and SH2 represents a huge step up from its predecessor. The Judgement Ring system (think a turbocharged and more extensive version of Paper Mario timed hits, or Legend of Dragoon) is as ubiquitous as it was last time, though visually sharper and more boldly colored to aid in hitting precise areas of the ring. Also as was the case with SH1, each character has a unique skillset (and correspondingly unique Judgement Ring timings) which is developed through sidequests, so there's hardly any danger of party members becoming total clones of each other.
However, unlike the plain turn-based combat of SH1, SH2 uses turn-based combat in a 3d field which accounts for positioning and enemy grouping. There's only a limited amount of control over how your characters are positioned on the field, unlike (say) Grandia, but the game's Combo system gets around that problem in a very fun way. In a combo, characters act in direct sequence (so time freezes between turns), and by planning attack types carefully, it's possible to juggle enemies in the air and finish by slamming them down with a massive combo magic hit. Pulling off a good, clean battle with techniques like this actually requires skillful timing as well as planning, and it's super satisfying to down a boss before they can take the party out. The game even rewards skill-intensive speedkills with bonus items and XP. I'm really grateful for this unique sort of added challenge, personally, since the game is really easy if you're just playing to see the ending.
I could make a few more technical criticisms, but who cares? This game is really, really stupid, but it's a lovable and undeniably memorable sort of stupid.
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Shadow Hearts: Covenant took the previous title's supernatural themes and transposed it to an alternate WWI history. The setting lends itself to a stronger political focus - but in spite of this, the dark themes of Shadow Hearts are disposed of and replaced by a much more lighthearted demeanor. It's comical, snarky attitude evokes GameArts' works (or more appropriately, Working Designs minus the pop-culture references), sharing its penchant for oddball NPC caricatures and silly moments. The story falls flat whenever it tries to be serious - especially in the disappointing second half, although the protagonist-focused substories unravel effectively.
If for nothing else, this work is characterised by its slick production, resulting in more expansive environments and polished graphics. This change is most apparent in their diverse dungeons than run the gamut from massive & maze-like to puzzle-oriented levels. The mazes get tedious very quickly, but they don't necessarily detract from the charming gimmick dungeons. The production also prevails in its mechanics. The battle system in particular is swamped by plenty of plundered features, some that take advantage of the Judgment Ring's timing-window combat, and many other unrelated add-ons. Chrono Trigger's positional combat, visible turn orders + turn manipulation, FFVI's individual character progression, virtual job classes, magic/attack combos, crafting, and tons of FF skills are all haphazardly thrown together to form a hyper-dense stew of ideas.
Even if it's a little too keen on recycling so many past systems for the sake of depth (on top of a series that already felt dejavu) it's nevertheless lushly crafted and arranged.
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so many games like this that just fly under the radar for a lot of people