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Shadow
Hearts: Covenant
Developer:
Nautilus
Publisher:
Midway (2004, PS2)
Shadow
Hearts is a game of contrasts. On one hand, you have an immensely
violent and brooding hero, fighting in a world filled with hellish
demons. On the other hand, you have flamboyantly gay shopkeepers,
even stranger cast of supporting characters and a real world setting
that grossly misinterprets historical figures and events to its
whims. The games consist of moments of tragedy intermingled with
moments of total ludicrousness.
The
first Shadow Hearts -- which was released in American within a
week of Final Fantasy X and got totally demolished at retail
as a result -- errs a bit too much on the serious side. The third
Shadow Hearts, subtitled From the New World, takes
place a warped version of 1920s America and conversely errs a bit too
much on the wacky side. Sitting beautifully in the middle is Shadow
Hearts: Covenant, which balances its tone perfectly.
The
game initially focuses on a young German soldier named Karin, who
encounters a malicious demon during the occupation of France in World
War I. This demon is actually Yuri, the shape-shifting hero of the
previous title, who seems to have made an enemy of the Vatican. Yuri
and Karin eventually team up and run off, accompanied by a puppeteer
who uses his dancing marionette to attack monsters.
Later, you'll be
joined a giant wrestler/vampire who will occasionally switch into a
his alter-ego, the butterfly-mask wearing "Grand Papillion".
As you traipse through war-torn Europe and Japan, you'll run into
such historic personalities as Rasputin -- one of the big bad guys,
obviously -- all while fighting demons, and occasionally running
subquests to find gay porn so you can upgrade your weapons.
This
completely twisted worldview is half of what makes Shadow Hearts
so instantly memorable. The other half is Yuri, one of the most
amusing protagonists seen in an RPG.
He's part brooding anti-hero,
the kind popularized by Final Fantasy's Cloud and Squall, but
he's also part sarcastic jackass, able to make light of his
situations, wherein his predecessors would just go into the corner
and brood. It's also amusing that a guy who can transform into dozens
of different demons is the straight man amongst a cast of total
weirdoes.
The
scenario is pretty cool, but Shadow Hearts also deserves
commendation for the Judgment Ring system. For years, developers have
been trying to answer the question -- how do we make battle scenes
more involving than just picking selections from menus? In Shadow
Hearts, the Judgment Ring is a dial with portions of the circle
marked in green.
When you begin an attack, the dial begins to move,
and you need to hit the action button as it crosses over the green
segments. If you miss, you lose an attack, requiring quick reactions
to successfully strike your foe. This in itself isn't particular
innovative -- Square's Super Mario RPG featured something
vaguely similar, which has since been reused in the whole line of
Mario-inspired RPGs.
But
these implementations are fairly shallow compared to Shadow
Hearts, which features an extra element of risk. There are
extremely narrow red slivers on the Judgment Ring, just on the edges
of the green areas. If your timing -- and luck -- is good, then you
can stop the dial on these segments to get some extra damage.
This
idea is greatly expanded upon in Shadow Hearts: Covenant,
as you can customize the size and type of Judgment Rings, allowing
you to balance how greatly you want to play the game of risks versus
rewards. As such, the fights are like slot machines that you can
control. You can also turn them off completely, if you prefer the
traditional way of fighting. But once you get used to it, you realize
that major battles become all the more compelling when they rely on
your reflexes -- and your willingness to take risks -- as much as
your strategy.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.