Among the PS2's JRPG library Shadow Hearts is often forgotten, not least because it feels more like a PS1 game at times. Its graphics (and especially its FMVs) are technically unimpressive, and it flows like a very traditional adventure, but it has style and ideas to spare. The combat system is greatly enhanced by timing-based commands which govern everything from items to spells, and make each battle engaging. The story takes a band of misfits through WWI-era Europe and Asia while indulging in esoteric fantasy and cosmic horror, and locations stand out just on the strength of the setting. It's short for a JRPG of its era, but in my mind this is a good thing, since it hardly ever hits a snag, and still requires quite a bit of extra legwork if you want all the secret content and true ending. All of this delivered with a bizarre sensibility that seems to borrow from seventies horror and wuxia films. If you want a JRPG that feels like something different, this is a very strong choice.
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Shadow Hearts places the aesthetic of Koudelka on a more traditional gameplay model. The now-expanded world certainly delivered on the promises of its predecessor, merging old urban fantasy with cosmic/religious horror and a wide variety of other influences. Weak as the cast and dungeons can be, the environments and in-town substories clearly stand out, the latter indulging in bizarre yet morbid themes and situations. Despite the unique setting, the structure heavily harks back to the village/dungeon rosary of old JRPGs, which often feels a bit out of place.
Towering over the rest - however, is the battle system. The 'Judgement Ring' (reminiscent of D-Attacks from The Legend of Dragoon) takes SMRPG's timing-based combat to new heights, not only expanding on the concept in-battle but applying it to shops, objectives, and minigames too, with several ways to alter it. Additional mechanics synthesized Breath of Fire's transformations with FFVI's Espers and SMT's enemy designs with a web of further ideas. While the RPG aspects are a little conventional, systems such as Malice, the Graveyard, Acupuncture and Sanity Points provide a flavor to gameplay both distinct and thematically appropriate. Turn-based JRPG distorted through the lens of rhythm and fighting games.
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While I do think the sequel is a better game, this games mixture of genuine horror and comedy gives it very distinct personality, while the sequel is more of a comedy with a dash of horror.
Boy, those FMVs look like straight out of a 1998 PS1 game.
Interesting combat mechanics though and the gothic horror aesthetic really tickles my pickle, looks like a fun game.
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...2022-10-05 23:25:47.533765+00
Most games, especially from smaller studios, continued to have this look well into the 6th generation. Studios like Squaresoft, Capcom and Namco were the exception since they had millions to blow at the time.
Does this get any better after the first hour? Genuinely couldn't stand the protagonist and the awful early 2000s anime creep type of humour. The combat system wasn't really enough of a draw for me either.
Interesting combat mechanics though and the gothic horror aesthetic really tickles my pickle, looks like a fun game.