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Shadow Hearts: From The New World

2006-08-03

Grade:  8.0

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Shadow Hearts: From The New World screenshots:

Shadow Hearts: From The New World screenshot 
1 Big Mac, 1 Diet Coke, 1 Ninja Star. Yes, Supersize it!

Shadow Hearts: From The New World screenshot 
Why yes, I DO realize I am wearing a huge iron dog head on my chest!

Shadow Hearts: From The New World screenshot 
Kowabunga!

Shadow Hearts: From The New World screenshot 
Dont mind the big bold guy - he is just here to perform sexual favors

Shadow Hearts: From The New World screenshot 
FFreaking Pefect

Shadow Hearts: From The New World screenshot 
Nope, I ve never ever heard of Desperado. No, no, and no!


Shadow Hearts: From The New World screenshot 
Can you hear me NOW...

Shadow Hearts: From The New World screenshot 
One screenshot you will ALWAYS see in a Final Fantasy game

Shadow Hearts: From The New World screenshot 
Now THAT is a toothpick!

Shadow Hearts: From The New World screenshot 
The real Guitar Hero

Shadow Hearts: From The New World screenshot 
Its screens like this that make Hot Coffee pale in comparison...

Shadow Hearts: From The New World screenshot 
You know the whole hooker business has really gone to the dogs!

Shadow Hearts: From The New World screenshot 
I do this for the same reason that dogs lick their own nads. Because I can.

Shadow Hearts: From The New World screenshot 
One screenshot you will NEVER see in a Final Fantasy game

Shadow Hearts: From The New World screenshot 
Best little parrot shop in town!

Shadow Hearts: From The New World screenshot 
Dont waste you breath, buddy - screaming at your newborn daughter wont change her gender!


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Gangsters, and ninjas, and zombies, oh my!

   The Shadow Hearts series has always existed in sort of a weird limbo-zone; too quirky to catch the attention of the more main-stream gamers who only touch RPG's named Final Fantasy, but too traditional to really attract the more fringe gamers who subsists solely upon the fruits of Nippon Ichi's loins (ick!) and the latest Tales game. The series is also a bit bizarre in that it's horror-themed (what with most of the enemies looking like vivisected baboons), but also surprisingly lighthearted, containing even more slapstick comedy and playful innuendo than a Steve Martin film. Nonetheless, it has managed to attract its own fanbase which, I'm sure, would give its scrawny, pimply collective life for the games if required. Some day...

   Shadow Hearts: From the New World is the third in the Shadow Hearts series (fourth, if you count the PSone RPG Koudelka, the events of which factored into the story of the original Shadow Hearts), but it discards the European and Asian trappings of the earlier games like an aging trophy wife, opting instead to leap the Atlantic in the hopes of starting a new life in America. As such, most of the old cast has been left behind, and previous hero, Yuri, has been replaced by younger, sexier, Johnny Garland. The year is 1929 and the curtain rises with a confession by Johnny that there is a decided gap in his memory concerning the deaths of his father and sister in an accident in which he was also seriously injured. [Also, that he subsequently backed over his sister's dog while on a raging, grief-stricken bender - ed.] In the years since the tragedy, Johnny has set up a small-time detective agency in New York City, spending his days tracking down missing pets, cleaning gutters, playing the wingman for romantically aggressive friends, and performing other menial tasks with his left and right hands. When a mysterious (and fugly) college professor shows up requesting Johnny's aid in tracking down a wanted criminal, Johnny leaps at the chance for a real job, little realizing that his life is about to change. Soon he is teamed up with two Native American warriors, hunting monsters and trying to solve the mystery of a strange red light that twists people's souls. [You'd think the dangers of the red light district would come as no surprise to a boy his age, but alas! - ed.] Not to mention the mystery of why otherwise reasonable men and women refuse to use turn signals while driving. Bastards.

We never learned about the giant, drunken cats that fought to end Prohibition in MY American History class.

   On the surface, From the New World seems like a truly original RPG. Taking place in Depression-era America and involving many actual locations and historical personages, it certainly doesn't sound like anything that's been done before. However, if you take a traditional RPG and simply change the names and settings, you're still going to have a traditional RPG albeit with, y'know, different names and places. And From the New World, at its' heart, is still a traditional RPG. Your characters move from town to town talking with NPC's, buying items and equipment, being verbally abusive towards the elderly, and collecting clues as to their next destination. Periodically they venture into a dungeon-like environment where they battle different types of randomly encountered monsters until they reach the end and defeat the boss, who is usually some kind of hulking behemoth of skinless putrecence or a scalped baby head drooling blood. Yadda, yadda, yadda... While I'll certainly attest until the day I die in a bathroom mishap gone horribly awry that following the traditional RPG formula isn't necessarily bad, the fact that From the New World utilizes so many things which are historically or geographically recognizable to an American audience occasionally makes for awkward moments.

   It's certainly fine for some random townsperson in a fantasy RPG to suddenly spout off about the founding of his town or some war that happened hundreds of years ago, but when some dude you run into in New York starts rambling about the Civil War or about gangsters in Chicago, it just seems a little weird. And when your characters suddenly up and decide to travel from the East Coast to the Grand Canyon and then to Alcatraz Prison on the West Coast just like that (especially in 1929), you can't help but feel your suspension of disbelief slipping. Also, it doesn't help that the developers of this game didn't bother to do any real research about that particular period in American history or just plain didn't care about maintaining any degree of historical consistency [not that we as Americans have any right to complain about other countries being ignorant about our culture! - ed.].. Understandably, video games have quite a bit of wiggle room in regards to historical accuracy, but when a game touts its setting and time period as its twist, it's hard to ignore certain things including (but not limited to!) spray painted graphitti on walls, people using cellular phones, a sushi restaurant in Rio de Janero, the offhand discussion of television, several Native American cultures still completely intact, black faculty at a university, etc. In 1929 these things would not have existed, or at least not with the normality that the game seems to depict. Eventually it gets to the point where you're really better off imaging that the game takes place in some parallel-universe 1920s, where the world is a smidgen more technologically advanced and a smidgen more socially progressive, i.e. the parallel universe we all long to be in every moment of our hellish waking lives. [Actually, I long to be in that parallel universe where I am Jenna Jameson's shirt. So count me out! - ed.]

Hot stuff comin' through!

   While these things may grate on the nerves of someone hoping for a really historically accurate RPG, one should instead simply take them as part of the game's flamboyant personality. Embodied by the two flamingly gay traveling salesmen that you'll encounter in almost every location, From the New World likes things flashy and over the top. A gang war between the Irish and Italian mafias leads to a knockdown, drag-out battle, which eventually involves bloodthirsty demons that destroy an entire floor of a Las Vegas hotel. A stealthy reconnaissance mission into the military base at Roswell, New Mexico results in an epic clash with a giant cyborg. I half-expected that, any second, President Calvin Coolidge would bust in with two Gatling guns and just start wasting everything in sight. [Now there's an idea for a video game... or did they do that already in Duke Nukem? - ed.] Even most of your characters' moves involve something ridiculously elaborate (although nowhere near as lengthy as some Final Fantasy spells) such as summoning giant demonic flowers that disintegrate your foes with sunbeams or transformations that assault the player with fan service.

   Speaking of characters, the merry crew you eventually gather for your journey is hands-down the most bizarre of any RPG I have ever played. And I've played a lot of RPGs. Even Secret of Evermore (*shiver*). Your initial group is normal enough for a Japanese RPG, but eventually you'll pick up, among others, a middle-aged Brazilian ninja who constructs swords out of things like cacti, marlins (that's right, the fish), and fireworks; a giant, alcoholic, anthropomorphic cat, and a mariachi modeled after Antonio Banderas's character from the film Desperado. While they might be a bizarro collection of freaks, your gang are remarkably endearing and you'll likely find yourself really enjoying their banter and antics as things progress, particularly when they serve to lighten the mood of the game's somewhat darker latter portion. Often you'll find yourself continuing to play if for no other reason than to see more of their wacky hijinks and learn more of their back-stories, especially since the main story never becomes super-engrossing.

Sounds sound.

   The game's zaniness looks good, too, since the graphics used to depict it are on par with some of the nicer stuff the PS2 has displayed. While overall the visuals go for a more photo realistic look, there is definitely an anime influence in many of the character designs that makes them stand out from the more rank-and-file folk of other RPGs. I'm pretty sure anyone who actually looked like the hunchbacked, scrawny-legged Prof. Gilbert would long since have died of natural causes or mob violence.

   The music is pretty solid too. While there are some of the typical RPG air-filler's that you'd be hard pressed to remember the second after they end, much of the music goes for a Native American flavor, with an emphasis on drums, wood whistles, and interesting vocal work. For several of the cities the game utilizes jazzier stuff that will have you bobbing your head, or furiously dancing about the room if you are prone to overreacting to light stimuli. [WHAAAT?!!! OVERREACTING?!! TO LIGHT STIMULI?!!! WHY, WHO DO YOU THINK YOU ARE, YOU SON OF A ... Umm. I guess that would be me. Sorry. - ed.]

Fight for your right to party... with monsters!

   The one area in which the Shadow Hearts series has always stood out is its battle system. While essentially a turn based system, with characters and monsters taking turns exchanging blows and garish, sappy valentine cards, there is a twist to the old formula - every time your characters take an action, whether it be attacking, casting a spell, using an item, or wetting their pants, you must utilize the Judgment Ring, a kind of dial with certain areas highlighted. When you choose an action, the dial's hand begins to spin like a drunken uncle, and if you manage to hit the X button each time the hand is over a highlighted area, your character will successfully execute their chosen action. If you manage to hit X when the hand is on the red-tinged outer edge of the highlighted area, your action will gain an added boost and you'll totally impress the ladies. You know, all those ladies who hang around watching guys play single player RPGs...[hi mom! - ed.] Anyway, should you make a mistake with your timing your character will stand stock-still, as slack-jawed and useless as the average fast-food employee. As such, you can't really space out during random encounters and just mindlessly hit the affirmative button. In the beginning of the game this is great, as it helps keep the encounters engaging, but as the game goes on and the encounter rate begins to rise, the amount of focus you need to have during each encounter begins to make dungeon crawling kind of exhausting. It doesn't help, either, that many of the later weapons and spells have very small bonus damage (i.e. red) areas, and since you'll really want to try and hit those to expedite battles, it ends up leading to a lot of misses (which, as we all know, are the #1 cause of broken controllers and head-first leaps out of windows).

   Several other aspects of the battle system are more universally positive. As your group goes about Greco-Roman wrestling monsters, they'll build up their Stock Gauges. Once said gauges have filled to a certain level, characters can utilize accumulated stock to perform two actions in a turn or to string together combos with other characters. Combos are especially handy for dealing out massive amounts of boo-boos to enemies, but the enemies themselves will also accumulate stock as battles progress and have a nasty habit of unleashing their own double-moves and combos if left unchecked. Also, whenever a character uses a combo or a double, their next turn will be slightly delayed, so you have to be wary of how often you use them unless you want to give your enemies several turns in a row. If so, you are a very generous person. You are also a very stupid person. But, hey, I'm not here to judge. I leave that up to Melinda's Sucking Lemons column and the wrathful God of the Old Testament. Anyway, your idiocy aside, all these factors contribute to some very complex battles, particularly later in the game, but their use increases slowly so you'll never feel overwhelmed by your options.

What other game features Al Capone and Roger Bacon?

   While it might not be the next blockbuster RPG, I've never really gotten the impression that this is what Shadow Hearts is trying to be all about in the first place. Then again, I never got the impression that the weird old man who always invited me over to have ice cream and watch movies might have had ulterior motives, but let me tell you! [Hi grandpa! - ed.] Uh, anyway, Shadow Hearts: From the New World is, if nothing else, a quirky, fun game that follows the traditional RPG formula, but with its own particular twist. Once you've gathered together most of its' more eclectic cast members you'll definitely find yourself chuckling out loud on more than one occasion. And while there will definitely be some times where you will have no trouble putting the controller down for a while, you'll never really have a hard time picking it back up again either. If you've finished the big-name games like Dragon Quest VIII and Kingdome Hearts II and you've got some time on your hands before Final Fantasy XII takes it's deathgrip upon your mind, you could do a lot worse than play Shadow Hearts: From the New World. For instance, you could drive your car into a tree that then collapses onto your house. Or you could get a colonoscopy by a distracted physician. That would totally be worse. [Save Lives! Play Shadow Hearts: From the New World! - message brought to you by Mothers Against Drunk Driving.]


       ... Mike Zeller

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. Summary: A fun, quirky RPG that may not be what some are in the market for, but certainly worth a chance by fans of the genre.

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Systems: Playstation 2

Genre: RPG

Setting: North, Central, and South America (and a few Polynesian Islands) during the Great Depression

Mood: Surprisingly light-hearted, with the occasional melodramatic moment.

Story: Young Johnny Garland's wish for decent work is granted when he is sent to track down a wanted fugitive, only to become embroiled in an adventure to save humanity from a dark energy that twists people's souls and turns them into monsters.

Graphics: Pretty darn good. As solid as recent Final Fantasy stuff, but a little more cartoony.

Music/Sound: Surprisingly toe-tapping!

Voice Acting: Good, with all the quirkier characters having very, very appropriate voices.

Script/Dialog: Wacky and amusing

Similar Games: Shadow Hearts, Shadow Hearts: Covenant

Gameplay: Like Final Fantasy with a dash of Paper Mario's timing-based battle system.

Strengths: Goofy, enjoyable cast, unique battle system, lots of interesting side quests.

Weaknesses: Doesn't really utilize setting as interestingly as it could, rate of random encounters and timing requirement in later battles can get frustrating, central story never becomes particularly exciting.

Depth: There are an awful lot of side quests, and the battle system has some unique twists.

Length: 40-50 hours depending on how many side quests you do.

Pace: Steady

Difficulty: Average

Control: Good enough

Learning Curve: Gradual with the occasional spike.

Replayability: Eh, if you did all the extra stuff you might feel like playing it again a few years from now.

Will keep you up until (a.k.a Fun Factor): You're too tired and/or drunk to hit the bonus damage areas on the Judgment Ring during battle.

Notable Features: Unique Judgment Ring system in battle, the only RPG I can think of set in Depression-era America.

Fav. Character: Frank, the Brazilian ninja of justice!

Instant Classic: Not really

Publisher: XSeed

Developer: Nautilus

Release Date: 2006-03-07

Players: 1

Multiplayer: Absolutely not! Just what the hell were you thinking!?

ESRB: Teen

Target Audience: Folks who like RPGs but are in the market for something different.

Recommended For: Folks who like traditional RPGs that look different from other traditional RPGs.

Not Recommended for: Anyone who doesn't like the typical RPG formula or who just can't get past the weirdness of seeing it set in an American setting.



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