Sunday, April 29, 2012

Shadow Hearts Covenant = A RPG THAT'S JUST TOO GOOD


            Shadow Hearts Covenant, is a role-playing game released in 2004 for the Playstation 2. The game is not your run-of-the-mill j-rpg as it takes the traditional turn-based save-the-world formula, tosses out any semblance of pompousness, adds its own bizarre style and humor, and then follows an original cast of characters on an enjoyable adventure. While not utterly unique in its execution, the game is a great example of the genre done well.
            According to Gamefaqs.com, the game kicks off about six months after the conclusion of the originial Shadow Hearts, with World War I slowly gaining momentum and disturbances flaring up all over Europe. Karin Koenig, an officer in the German army, is sent with her squad to seize control of the sleepy village of Domremy. Shortly after arriving, Karin and her forces are routed in the village chapel by a dark, winged demon. The monster is actually a young man named Yuri Hyuga, the main character of the first Shadow Hearts, who has the power to assume the form of a wide variety of creatures and is safeguarding the village from invasion. Not willing to take defeat lying down, the Germans soon send Karin back in, along with a mysterious cardinal named Nicholai who's armed with a holy artifact. The artifact puts a curse on Yuri, stripping him of all his learned transformation abilities, containing his considerable power, and really ticking him off. As it so happens, the attack on Yuri was part of a scheme by a secret society called Sapientes Gladio, which, like any respectable secret society, is up to no good. When the village is subsequently destroyed, Karin defects to team up with Yuri so they can figure out just what Sapientes Gladio is planning and how to free Yuri from his curse. While the story does sound overdone, it’s the other absurd elements of the campaign that will really grab a hold of the player and make him or her finish the game. Absurdness like Joachim, a vampire trained as a pro wrestler, who fights with a giant mailbox will join your party. At one point in the game, your party gets lured to a lush island villa, where you have to fight a fierce boss monster that happens to be a giant, fluffy, pink kitten.these small moments of comedy serve, well to inject the game with a some truly funny humor, that many plot-heavy rpg’s seem to lack.
            When your party is thrown into one of the numerous random battles, you'll be presented with a turn-based system in which your characters will alternate with enemies depending on speed. Whenever you choose an action for any of your four party members, be it launching a melee attack, casting a spell, unleashing a special ability, or even using an item, a disc called the judgment ring will appear. A hand will start to sweep around the disc, and you'll need to time your button presses as the line passes through the colored pie slices that are present. Hit everything correctly, and your action will be successful. Many times, there's an extra red sliver on the trailing edge of a colored zone that will grant you a bonus if you hit it--attacks will cause more damage, items will heal more than usual, and so on. The catch is that these red zones require precision and careful timing to hit, and if you miss them, your move is over prematurely, or sometimes negated altogether. Lining up these criticals and hitting the zones is the attractive lure of the judgment ring system, which moves outside the traditional rpg practice of selecting an action and then just sitting back and watching your character carry it out. Furthermore, you can also add items to individual party members' rings to add various effects to them--you can add another strike zone, increase the zones' size, increase the damage, and so forth. For the faint of heart and less nimble of thumb, you can even set characters to "auto ring," which will let them make their moves without you doing a blessed thing. The system can be tricky to get a handle on, but once you grow accustomed to it, there's a certain tempo to the ring presses that almost makes it feel like a rhythm game. Master the timing, and even the slimmest of critical zones will fall to your button presses for a satisfying outcome. It's a great system, and an excellent way to combine a turn-based system's measured pace with an interactive element that requires careful concentration.
            The music, voice acting, and graphics are superb. The game truly does offer some haunting melodies that will stick with you long after you finish the main quest. The battle theme is surprisingly catchy, which is especially rare for an rpg’s battle theme which you will hear several times.
            Covenant, on average, will take you around 40 hours to complete and that does not even factor all the various side quests including extra weapons to acquire, special skills to learn, and bonus dungeons to master. According to vgcharts.com, the game has sold only 240,000 copies worldwide, which is just criminal for a game of this quality. If you consider yourself a fan of rpg’s, and you have not checked out Shadow Hearts Covenant, give it a buy. I give the game my highest recommendations. 
 Link to image: http://www.psp-themes.net/data/media/5/Shadow%20Hearts%20Covenant.jpg

Other Links:
http://www.gamefaqs.com/ps2/915253-shadow-hearts-covenant
http://www.vgchartz.com/game/2017/shadow-hearts-covenant/

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