Shadow Hearts
October 3, 2006
Shadow Hearts is an under appreciated gem that in certain areas represents a high water mark for console role-playing games. Directed by Izumi Hamamoto and released in 2001 to little fan fare, Shadow Hearts was hampered by a generic title (re: Shadow of Destiny, Dual Hearts, Kingdom Hearts, Okage: Shadow King, etc.), and lost in the shadow (pun intended) of Squaresoft’s Final Fantasy juggernaut. However, for the aficionados who made the effort to seek it out, Shadow Hearts delivered game play that the bigger budget and better marketed titles could not touch.
Shadow Heart’s developer, Sacnoth, got off to a rough start when they released their first game; Koudelka in 1999. It was a poorly received hybrid of survival horror and traditional RPG that stumbled badly. While Koudelka made a laudable attempt at presenting a mature and thoughtful story, it was saddled with a game system that was tedious in the extreme. I imagine that even the most masochistic players would give up before the end. Happily, Sacnoth took a good look at the mistakes of Koudelka and responded with a game that is improved in every way.
While not a direct sequel, the story of Shadow Hearts is related to Koudelka and shares certain characters and settings. Taking place in China and Europe, shortly before World War One, Shadow Hearts tells a story of powerful warlocks summoning godlike entities from beyond time and space in an effort to control the world. Only a spirited band of ragtag adventurers stand in the way. The fast paced game swings wildly between the cosmic horror of H.P. Lovecraft and the exuberant goofiness of Big Trouble in Little China. Although Shadow Hearts should not be read as a history lesson, its 20th century setting and awareness of history is a refreshing change for RPG’s. The acknowledgment of Imperial Japan’s abuses in China is also notable, particularly coming from a Japanese developer. Towards the end, the narrative looses some steam as it becomes weighed down by a succession of false endings and a profusion of characters and villains, many with under written motives. The scenario written by Matsuzo Itakura seems to really pile it on for the last third of the game when it may have been better to cut some material and tell a short but tightly focused tale.
Graphically, the game is attractive without being showy. It sticks close to the formula long established by Final Fantasy VII of using three dimensional polygon characters and moving them around lavishly rendered two dimensional backgrounds. Character designs by Miyako Kato are large, vibrant and well animated. Adding to the game’s feverish spook house mood are some extremely surreal monsters to fight against. During combat, the special effects are vivid bursts of light and color. Although, like its progenitor Final Fantasy, the animations sometimes take a bit too long to play out. The asian themed soundtrack by Yoshitaka Hirota and Yasunori Mitsuda is excellent, sometimes rocking and sometimes delicate, but never boring
Looking at it over someone’s shoulder, Shadow Hearts might appear to be a pretty standard issue RPG. However, with controller in hand it is quickly apparent that something fresh and exciting is going on. First and foremost Shadow Hearts is a game to be played; something that many other RPG’s forget. It is in play that this game really shines.
To keep things fun, Sacnoth designed Shadow Hearts around a central game play metaphor called the Judgment Ring. This is used mostly during the turn based combat but extends to other areas of the game as well. Any action that you may take such as striking an enemy, casting a spell, or using an item requires a spin of the Judgment Ring. This involves making a series of timed button presses as a cursor swings around the ring. The speed of the cursor can vary as well as the number and spacing of the button presses. As your technique improves it is possible to effect more favorable outcomes by hitting the button at precise moments. This simple game mechanic creates a situation in which even the most minor interaction requires attention and skill. Combat is no longer the drudge work that many RPG’s make it out to be. Instead, it becomes a fast paced and exciting challenge. Other games such as Final Fantasy VIII and Legend of Dragoon have toyed with this idea but it has always appeared tacked on and has added little to the experience. Although Shadow Hearts is not an overly difficult game, the Judgment Ring brings an element of risk to every encounter. If your mind wanders during combat and you begin to fumble, a low level monster can easily eat your lunch. With Shadow Hearts, timed button presses are at the heart of the game and everything has been designed out from that. Even the frequently dry book keeping tasks of purchasing items and upgrading equipment are enlivened by the Judgment Ring as you angle for discounts and prizes. Making a perfect swing on the Judgment Ring brings a great feeling of satisfaction, knowing that you have the edge, because of skill, not luck. Occasionally silly and somewhat longer than it needs to be, Shadow Hearts remains throughout an eminently playable game.
Sony Playstation 2
Midway/Sacnoth
2001
game review by Jeffrey Fleming, 2001
Leave a Reply