#oneaday Day 806: Shadow Hearts: Covenant: A Scoreless Review

20120404-003526.jpg

Shadow Hearts: Covenant (aka Shadow Hearts II) is, quite simply, a must-play JRPG. Whether you’re a devoted fan of the genre or a jaded veteran who decries its supposed lack of innovation in recent years, there is a ton of stuff for you to like in this epic PlayStation 2 title from Nautilus (née Sacnoth).

Let’s rewind a moment before we get into specifics. Is it necessary to have played the original Shadow Hearts to appreciate its sequel? As you’ll recall, I noted that the previous game hadn’t aged hugely well, with its pixelated prerendered backdrops, wooden animations and low-budget voice acting bearing the brunt of the ageing process. It’s still a solid game, but those who expect a bit more than a PS1 RPG that runs at 60 frames per second may find themselves suffering from culture shock for a little while — whether or not that culture shock is insurmountable depends entirely on the individual.

To answer the question, though, yes and no. That may be a copout answer, but it’s true. Shadow Hearts: Covenant’s story stands completely by itself as a self-contained tale, but it also follows on directly from the first game’s narrative. There are a number of shoutouts throughout the course of the adventure which refer back to prior events, characters and locations, too, which will delight series veterans. In short, if you can’t stomach the old-school sensibilities and aesthetic of the original, you can jump into Covenant without guilt, but those who are willing to play the two games one after the other will have an altogether deeper experience to appreciate.

What makes Covenant a more easily-palatable title than its predecessor, however? Many things, starting with the presentation. Rather than taking the old-school approach of polygonal characters on a prerendered backdrop, Covenant features fully 3D environments, albeit with preset camera angles a la Final Fantasy X. The characters have been infused with a great deal more detail, too, with hair and fur looking particularly good, and some excellent animations thanks to motion capture. Alongside this, the voice acting has been given a kick up the arse, with a full English dub, fully-voiced cutscenes for the more important story scenes and none of the original’s corner-cutting. Were it not for the lack of widescreen support, this game wouldn’t look out of place today being released alongside titles like Xenoblade Chronicles and The Last Story.

Like its predecessor, Shadow Hearts: Covenant revels in the fact it has an eccentric cast who rarely fall into standard JRPG tropes. While protagonist Yuri initially appears to be the moody “Squall” type, he quickly shows himself to be a deeply-nuanced character who undergoes some significant development over the course of the story. As he’s joined by the other cast members, who include a puppeteer, an exotic dancer/fortuneteller/aromatherapist, a female German World War I officer (whose nationality and occupation quickly becomes completely irrelevant) and a fricking wolf among others, it becomes abundantly clear that we’re not dealing with a conventional sort of JRPG setup here. To its credit, the game plays things admirably straight all the way through, which makes its more humorous scenes all the more effective — and proves that it’s not afraid to make its characters suffer a little along the way in the name of drama. It doesn’t descend into exaggerated melodrama at any point, and for the most part resists the temptation to get too wacky. Characters occasionally make a few “fourth wall”-breaking comments, though these are spread far enough apart to be effective and amusing rather than feeling like the game is going “LAUGH, DAMMIT!” A few characters are a little underdeveloped and underused over the course of the story (and one in particular is introduced much too late to give the player a chance to get to know them as well as the others) but this is a relatively minor niggle — those who are most important to the narrative are well-defined, deep, likeable cast members whom it’s a pleasure to spend time with.

An RPG often lives or dies by its story, and thankfully Covenant provides a good one that I won’t spoil here. But those who play for the joy of discovering things and building up an unstoppable fighting force won’t be disappointed, either, for Covenant provides a brilliant combat system that puts many recent titles to shame. Based around the cool “Judgement Ring” system of the original game whereby successful actions are determined by timed button presses, and featuring multi-character combos, an array of wonderfully silly character-unique abilities and a flexible but simple magic system that allows for the detailed customisation of characters, Covenant is a satisfying game to play even during plot downtime. While each “dungeon” only contains maybe three or four different types of enemy tops (plus a boss, usually), combat is such a joy and the encounter rate is so finely tuned that it never becomes a chore. The fact that grinding seems relatively unnecessary if you take a little time to go and do some sidequests — which are worth doing, incidentally, as they feature some of the best scenes in the game — is also a pleasing development.

In short, the whole thing comes together to create a joyful whole that will keep you busy for about 40-60 hours depending on how much optional stuff you want to do. It’s a good length — while it’s approximately twice the length of its predecessor, it never feels like it’s outstaying its welcome, with a wide variety of locations to explore, treasures to find and creatures to fight. Completionists who like to explore and find all the hidden secrets in a game will be amply rewarded, while those who simply want to charge ahead with the plot won’t find themselves punished for wanting to progress.

As I said at the beginning, Shadow Hearts: Covenant is, quite simply, a must-play JRPG. Should you have the opportunity to pick up a copy, do so. I’m disappointed I didn’t take the time to explore this series sooner, as it’s shot to somewhere around the top of my list of favourite games of all time. I am, however, very glad that I took some time away from the mainstream, from current-generation consoles and from the shitstorm surrounding Mass Effect 3 to immerse myself in a true, underappreciated classic. You should try it, too.

#oneaday Day 797: Enthusing Regarding Shadow Hearts: Covenant

20120326-020545.jpg

Haven’t written about what I’ve been playing for a little while, so here’s an update.

I’m currently playing Shadow Hearts: Covenant, aka Shadow Hearts II. If you’ve been reading my previous entries, you’ll know that this is the second entry in a PS2-based RPG series published by Midway (in Europe, anyway) and developed by Nautilus (nee Sacnoth). If you haven’t been reading my previous entries… uhh… Shadow Hearts II is the second entry in a PS2-based RPG series published byMidway (in Europe, anyway) and developed by Nautilus (nee Sacnoth).

Jesting aside, Shadow Hearts II is a significant upgrade over its predecessor. Where the original Shadow Hearts could have easily been a PS1 game, with its prerendered backgrounds, polygonal characters and turn-based combat, Shadow Hearts II is not only a fine example of a PS2 game, but a game which still stands up remarkably well today regardless of platform. Replacing the original game’s prerendered vistas with a 3D world full of dynamic (but still game- rather than player-controlled) camera angles is the most obvious difference, and it’s striking what a change it provides. Shadow Hearts didn’t look bad but it did suffer a little from characters standing around somewhat woodenly when having conversations. Shadow Hearts II, by comparison, takes a much more cinematic approach to its presentation and looks great as a result. It helps that the character models are fantastic and well-animated, too — this really is a great-looking PS2 title.

Going hand-in-hand with the cinematic presentation of the visuals is the move to the game being mostly voiced rather than almost entirely text-based. This has the sad side-effect of meaning it’s no longer possible to rename your characters, but since the original Shadow Hearts featured a voiced ending sequence in which the default names of the characters were used even if you’d played for over 30 hours with a party sporting a completely different nomenclature… well, I can deal with that. The voice acting is mostly decent, but pays absolutely no attention whatsoever to the countries that the cast members are supposed to be from. Leading lady Karin, for example, is supposed to be German, but she sure doesn’t sound it. It doesn’t take long for the suspension of disbelief to kick in, however, as you immerse yourself in Shadow Hearts’ surreal parallel reality in which World War I is happening at the same time as Bad Shit is going down with demons and monsters. Eventually the fact that everyone from a wide range of different nations all sounds American ceases to matter, and the fact it’s set in the real world alongside real-life historical events and figures becomes almost incidental. It just becomes a cool JRPG story in which the place names sound very familiar.

I’m not going to talk too much about plot here as I’ll save that for a post once I’ve finished the game, so instead I’ll now dwell a little on some mechanical highlights from the game — specifically, the combat system.

Shadow Hearts featured a functional, fun combat system that didn’t deviate hugely from the traditional turn-based “heroes line up one side, enemies line up the other, polite violence ensues” system used by many RPGs over the years. The main twist on the formula was the use of the Judgement Ring, which required carefully-timed button presses to ensure the success of actions. More powerful, complex moves required more button presses, while the use of the Ring also allowed the designers free reign to throw in a variety of unconventional status effects besides the usual Poison, Paralyse and the like. Some enemies might make your Ring very small, for example (stop sniggering at the back) while others might make it spin very fast. It was a pleasing extra layer of interactivity atop an otherwise fairly conventional battle system.

Shadow Hearts II keeps the good bits of the original — the Judgement Ring and the need to keep an eye on your party’s emotional as well as physical state during combat — while completely shaking up the core battle mechanics. No longer do both sides stand still waiting to be smacked across the face. Instead, characters move around the battlefield to make use of their abilities, and various different types of attack allow the player a degree of control over the battlefield. If you see a bunch of enemies lining up for a concerted attack, for example, then you can perform some sort of explosive move that scatters them and prevents them from unleashing said attack.

This system is given a whole new layer of depth by the Combo mechanic. Characters (player or enemy) who are standing directly adjacent to one another are eligible to participate in a “Combo” attack. This still takes place in a turn-based manner, but allows characters to take their turns outside of the usual order determined by their agility statistic. Repeatedly wailing on a single enemy with several characters also gradually increases the damage inflicted, with more and more total hits contributing to a bigger and bigger damage bonus, particularly if you combine this with knocking the enemy up against a wall. It’s immensely satisfying to pull off successfully, and adds a much greater degree of strategy to battles. Do you risk characters being knocked out in favour of unleashing a four-man combo? Or do you keep someone held back on healing duty while the others batter the enemies with magic and a giant frozen tuna? Karin’s sanity is a bit low — can you risk her going Berserk after she’s done her job in the combo?

Alongside the excellent combat comes a fine system of character development. Player characters may equip “Crests”, which allow them to cast spells. Almost any character may equip any combination of Crests, so long as their total level doesn’t exceed their “capacity” statistic. This allows you to set up characters as healers, buffers, offensive mages or any mix you please.

This doesn’t make characters interchangeable, however — far from it. Alongside the Crest Magic system is the Personal system, which features a unique mechanic for every character. Karin must collect Wagner scores to inexplicably teach her new swordplay moves. Friendly wolf Blanca (incidentally, one of the most subtly hilarious characters of any game I’ve ever played) powers up his special moves through defeating rival wolves from around the world in one-on-one combat. Vampiric wrestler Joachim learns new moves from his “Teacher”, real-life wrestler The Great Gama. Not only that, though, but he occasionally suffers uncontrollable transformations into a golden bat, an invisible form or a superhero alter-ego according to his biorhythms. Highlight of this “Personal” system, however, though, has to be Gepetto the puppeteer, who fights using his slightly creepy kid-like doll Cornelia, who gets new dresses infused with new magical capabilities by taking cards with naked, muscle-bound male pinups on them to a rather effeminate French tailor who persistently follows the party around from location to location. No, I’m not making any of this up.

Herein lies the genius of Shadow Hearts II. It is filled with inspired lunacy, and every time you think you’ve got the hang of its peculiar mindset, it throws something newly bizarre into the mix. And the best thing about it is that it plays it all so straight, so deadpan. These strange systems are just how things work — no explanation required. In the case of Joachim’s transformations, for example, the game doesn’t even bother to mention that this might happen at some point, or even explain it when it does happen for the first time. Instead you’re left gazing at your battle screen, bewildered as to why a party member has inexplicably turned into a bat without warning. Fortunately, there’s an in-game help facility which does explain these quirky little features, but in a way it’s more fun to discover things for yourself and only resort to the help if you find yourself really confused.

It’s proving to be an utterly brilliant game so far, then. I’ve no idea how far I am off finishing it — I’m about 40 hours in and have been on the second disc of two for a little while, so I’m guessing there’s not that much left — but I’m certainly going to continue to enjoy the ride while I can. And if you get the chance to, you absolutely should play this and its predecessor, too.

#oneaday Day 787: Shadow Hearts: A Scoreless Review

20120316-014112.jpg

Shadow Hearts for the PS2 is a game which seems to be almost universally adored by everyone who has played it. It’s certainly a far cry from the reaction its PS1 predecessor Koudelka got, for sure, proving that yes, sometimes developers do learn from their mistakes.

Is it worth playing in 2012, though? That’s one of the questions I set out to answer when I eschewed the latest and greatest in fancy-pants HD gaming and booted up Sacnoth’s classic for the first time. I’d never played it before, so coming to it as a 2012 gamer would be my first experience — hopefully allowing me to determine whether or not it’s still worth your time.

First impressions are striking, and not necessarily in a good way. We’re in full-on old-school JRPG mode here, with polygonal characters wandering around on top of pixelated prerendered backdrops, occasionally stopping to perform a canned animation and generally not looking overly natural in their surroundings. Couple this with that much-maligned mainstay of Japanese roleplaying games, the random battle, and you have an experience which takes a little getting used to if you’re accustomed to the ways in which the genre has grown, changed and adapted over the years.

Once you get your head into the mindset of how things work, though, all that culture shock quickly fades away. The characters may have somewhat wooden animations, but they’re detailed 3D models with plenty of personality, and they provide the party you eventually assemble over the course of the game’s 30 hours or so with a distinctive look. When combined with the good quality localisation job which has been done on the game’s dialogue, the game’s cast comes together as a loveable, memorable crew of misfits that is all the more notable for not relying on traditional JRPG archetypes.

The plot, too, is interesting and unconventional, blending real-world events from the early 20th Century with pure fantasy that occasionally drifts into Lovecraftian “it came from beyond the stars” territory, though with a slightly light-hearted edge on everything. It works well, and all the more so for the fact that it doesn’t feel the need to necessarily spell things out for the player. You can tell that we’re dealing with some sort of twisted alternate history here when we see how comfortable everyone is with the use of magic, for example — there are no exaggerated “Wow, you have amazing special powers!” scenes when new characters join the party, even when protagonist Yuri reveals the ace up his sleeve: his ability to transform into slobbering death monsters.

The characters’ special abilities are what provides depth to the game’s combat system. Characters tend not to be single-minded specialists, but often have a range of skills that unlock over the course of the game which can be applied to a variety of situations. Even leading lady Alice, who is set up pretty early on to be your stock “healer” character, has some entertaining tricks which she can perform — and she’s not the only one with the ability to heal, either. Even some of Yuri’s monster forms have the ability to heal, meaning the player can stick with a party arrangement that works for them — or that is simply made up of characters they find appealing. Given Yuri and Alice’s importance to the overarching plot, however, most players will likely find themselves spending the majority of their time in the game with these two and one of the four other characters in the third slot.

Combat unfolds via a rather sedate turn-based system. There’s no time bars here, just a simple behind-the-scenes initiative calculation determining who gets to go next. There are two twists on the traditional turn-based combat formula, however: sanity, and the Judgement Ring.

Sanity points gradually drain over the course of a fight, reflecting the mental strain battling horrific eldritch monsters has on the human psyche. Running out of sanity points causes the character to go Berserk, attacking enemy and ally indiscriminately accompanied by the word “Violently” curiously emblazoned in the air over their head. In a nice nod to characterisation through statistics, different characters have varying pools of sanity points according to their own mental faculties. Alice, for example, being a bit of a scaredy-cat girly-girl at times, has a very small pool of sanity points, while Yuri, who is wandering around with a variety of monsters living in his psyche, has a very large pool which he expends any time he turns into a monster — presumably a rather traumatic experience.

Meanwhile, the Judgement Ring is the mechanic which drives the whole game. Rather than simply hammering the Attack button to get through fights as quickly as possible, the Judgement Ring is a timing-based system that requires players to accurately tap the X button on their controller in time with a predefined pattern. Said pattern varies according to what the player is trying to do — using an item only requires one tap, for example, while the characters’ later special abilities may require three or four carefully-timed taps in total. It’s a simple means of making combat feel significantly more interactive than turn-based titles otherwise can, and it’s also used outside of combat to resolve situations which would be handled by a dice-based “skill check” in a tabletop RPG — kicking down a door, negotiating for better prices in a shop, perfomring a task which requires endurance.

Whether or not you’ll find Shadow Hearts to be a palatable play experience in 2012 will depend a lot on your patience. While the random encounter rate isn’t overly high, you can expect exploration of the game’s world to be frequently interrupted by battles with enemies — and, as is common for this breed of role-playing game, you’ll see the same enemies and groups of enemies quite a lot over the course of a dungeon. Boss battles, meanwhile, are generally fairly lengthy experiences, partly to put a bit of pressure on the game’s sanity system. Later conflicts can feel like they’re dragging on a bit, particularly once you’ve managed to acquire some equipment for the party which allows them to shrug off things like status effects. The requirement to use the Judgement Ring with each ability use and attack helps keep things moving, but a few of the later bosses just go on a little bit too long to be comfortable or fun. The final boss is particularly prone to this, it has to be said, as it’s something of a damage sponge. In a game where three-figure damage is considered a strong hit, taking down something with over 10,000 hit points is a task you’d better set aside plenty of time for.

Presentation has also moved on significantly since the game’s original release back in 2001. Video sequences feature characters with that obvious sort of “rendered on the cheap” animation, and the voice acting is woefully inconsistent. Some English characters speak with an American accent, and others speak English at times and then yell something in Japanese in the middle of battle. The slightly rough edges do give the game a certain degree of charm, however, and the lengthy sequence where an old lady reads you a ghost story — complete with vocalised sound effects — is extremely memorable.

All in all, though, Shadow Hearts’ charms considerably outweigh its idiosyncracies, and the game remains fun, entertaining and engrossing today. While it’s not the most technically polished, high-budget JRPG — something which was apparent even back on its original release, especially when compared to Final Fantasy X, which came out the same year — it’s certainly one of the most memorable. And, crucially, by clocking in at around 25-30 hours, beating the game is well within the reach of even people who like to go outside sometimes. In these days of everyone seemingly being increasingly busy, the importance of brevity shouldn’t be underestimated.

So should you check it out in 2012 if you’ve never played it? Sure, but do be prepared for that initial culture shock as you adjust to the Way We Did Things over ten years ago. Times have changed, for sure.

#oneaday Day 783: Prepare for Moxibustion: Shadow Hearts First Impressions

20120311-235149.jpg

[I am not at all sorry for the above image.]

I recently acquired copies of Shadow Hearts and Shadow Hearts: Covenant for PlayStation 2. My good friend and podcasting buddy Mark has been extolling the virtues of this series (well, its first two entries anyway) for a considerable amount of time now, and given my current aversion to recently-released triple-A titles, I figured it was about time to give it a shot.

For those unfamiliar with this particular little gem, Shadow Hearts is a Japanese roleplaying game from 2001 developed by a company known as Sacnoth (later Nautilus) and published by Midway in Europe. It’s the sequel to an unusual PlayStation 1 roleplaying game called Koudelka, which blended survival horror and tactical RPG elements to create a game that had a rather mixed reception upon its original release. Shadow Hearts, unlike its predecessor, is a much more traditional Japanese roleplaying game, with a great deal in common with the PS1-era Final Fantasy games. Players control a 3D character on a flat, prerendered backdrop and are thrown regularly into random battles against enemies which are otherwise invisible on the field.

Aside from these basic mechanical and technical similarities, however, Shadow Hearts is a very different beast to Square Enix’s franchise, for a wide variety of reasons.

Mechanically, an innovative feature in the game was the “Judgement Ring” system, whereby any action which would be resolved in a tabletop roleplaying game by a throw of the dice is instead left up to the player’s reflexes and sense of timing. The titular Ring appears on screen with markers placed on it to show where the player needs to press the button. An indicator sweeps round it, and the player must tap the button as the indicator passes through the various areas. There are variations on the theme, but this is used throughout the game whenever there is an element of chance — both in and out of combat. For example, the Judgement Ring is seen when attacking an enemy, attempting to cast a spell or use an item in combat (outside combat, magic and item use automatically succeeds, thankfully) or attempting to haggle for a better price in shops. It’s a simple system that through its inclusion lends a much greater feeling of interactivity and involvement to a genre known for making the player sit back and tap the X button 300 times before getting to do anything. Its timing-based nature means that combat can’t simply be resolved by strapping a rubber band to the X button and walking away — the player must learn the various characters’ “rhythms” for their attacks and stay on their toes to tap the button appropriately.

It’s not just in mechanics that Shadow Hearts differs somewhat from the norm, however. In a typical Japanese RPG, the party tends to be made up of a group of idealistic teenagers (with optional “old man” character who is actually simply in his late 20s), at least two of whom will be childhood friends; at least two of whom will fall in love with one another; at least one of whom will be a moody bastard who grows to understand human kindness and friendship by the end of the story; and at least one of whom will be a demure, shy girl while another will be a borderline-inappropriately sexy girl in a teeny-tiny skirt. This kind of ensemble works well, which is why we see it so often, particularly in popular franchises such as Final Fantasy.

Not so in Shadow Hearts. In Yuri, we have a moody protagonist, sure, but he’s angsty because he can turn into monsters. Also he’s half Russian, which explains why he hails from Japan but has a name which is commonly used to refer to lesbian-themed content in Japanese. (His name also means “lily” in Japanese, which might explain why he’s so upset and surly. Although if we take “Yuri” to be the Russian half of his name, then that means “farmer”, which is a bit more manly.) Then in Alice we have the shy, demure girl, but she’s clad in what can only be described as an incredibly impractical outfit which precludes her from ever volunteering to bend over and pick anything up ever. She’s also English. I’ve never met any English girls who dress like that. But then I wasn’t alive in 1913, either.

Aside: not only does Shadow Hearts take place in the “real world” (albeit a real world with magic and demons and vampires and whatnot), it also takes place in recognisably “recent” (relatively) history, meaning we get a pleasing blend of low-tech fantasy-style stuff with the trenchcoats and Mauser pistols of the World War I-ish era.

But back to the cast. We also have a crotchety old Chinese oracle who calls people “son of a bitch” all the time and a friendly vampire called Keith (Keith?) who woke up from a 200 year slumber only to find himself bored stiff with nothing to do in his monster-infested castle. There may be more, but I haven’t got that far yet. Already it’s a memorable, bizarre cast, though the game nails the whole “suspension of disbelief” thing so well that it seems perfectly natural for this oddball group to be hanging out together while discussing the movements of the Japanese army.

Shadow Hearts is a slow burn that takes a while to get going. If you’ve been playing more recent Japanese roleplaying games that tend to be a bit pacier or have battle systems that veer a little closer to “action” (see: Final Fantasy XIII and its sequel, The Last Story and Xenoblade Chronicles to a certain extent) then there’s a bit of an adjustment period to get back into random battles and completely turn-based combat. It’s also a bit of a culture shock to go back to a game where the dialogue is pretty much all text — though this rekindles the once-common love for renaming your characters; a joy which the age of voice acting has rendered obsolete.

I’m guessing I’m about halfway through at the moment. Further thoughts to follow when I’ve beaten it.