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Shadow Hearts: From the New World

Shadow Hearts: From the New World
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Shadow Hearts: From the New World

 
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The third and latest installment in the critically acclaimed role-playing game series, SHADOW HEARTS: From the New World takes place in the United States during the Great Depression. The Story Begins as Johnny Garland, a young 16-year old detective who lost his father, sister and his memory in an accident, accepts an investigation to track down a criminal suspect who has escaped from custody. As he closes in on the suspect, Johnny witnesses a supernatural occurrence - a huge monster appears from a green light known as a "window" and swallows up the criminal. Apparently, a series of horrific incidents similar to this have been plaguing cities across the nation. Johnny's female counterpart is 21-year-old bounty hunter Shania, a Native American who is searching for these mysterious windows, determined to close them using her spiritual powers. Together, they travel across North and South America and are joined by a colorful cast of characters.

 
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Product Details
Product Length:7.5 inches
Product Width:5.3 inches
Product Height:0.6 inches
Product Weight:0.25 pounds
Package Length:7.5 inches
Package Width:5.3 inches
Package Height:0.6 inches
Package Weight:0.25 pounds
Release Date:September 08, 2006
Average Customer Rating: based on 31 reviews

Game Information
Platform:PlayStation2
Media:Video Game
Item Quantity:1

Features
  • Travel to real-world locations like Chicago, the Grand Canyon, Las Vegas and New York

  • Improved Judgment Ring System, adding even more excitement and strategy

  • Gripping and inspirational storyline with up to 60 hours of gameplay

  • Easy to navigate, visually-stunning backgrounds, special lighting and illumination effects


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Customer Reviews
Average Customer Review:3.5 ( 31 customer reviews )
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Most Helpful Customer Reviews

32 of 34 found the following review helpful:


4Fun, Creative, and Just A Little Bit Wacky  Mar 17, 2006 By J. Stern "Professional Slacker / Master Degree Student"
First off: this is a new game in the series. New locations and characters. You can jump right on in without playing any previous titles (although, Shadow Hearts is a fabulous series, I highly recommend all of them).

For veteran players, the game feels so much like Covenant that there is a bit of a learning curve when it comes to the new battle mechanics. All the old features are there: combos, collecting magical items (to cast battle spells), the judgement ring, SP, MP, and HP. However, you now need to collect "stock" by either giving or taking damage. You must have stock in order to do combos, or the new feature of "doubles." With a double, you can do any two actions in one turn - just as long as they are not the same.

The story line revolves around malice and some evil/shady characters trying to release it into the world. Your job is to stop them. Along the way, you'll visit North and South America, and learn revelations about your playable characters. The characters in this title are a trip. A boy detective, Native American Princess, Native American Warrior (using two pistols and "GUN-FU," A perky little drama club vampire, Brazilian trained ninja with collects odd weapons, a mariachi, and last, but not least, a giant drunken cat.

If you're in the mood for a quirky, highly imaginitive, and fun turn-based RPG, look no further (but notice the other titles in the series) than this one.

20 of 22 found the following review helpful:


5"Don't Mess With New Yorkers!"  Jun 14, 2006 By Marc Ruby™ "The Noh Hare™"
Normally, I would consider any year that promised a squel to Kingdom Hearts and Final Fantasy a banner year. But for some reason, 2006 has seen enough new fantasy games that I'm actually behind on playing them, something that hasn't happened since I first acquired my PS2. This may be the year of the new high-powered game consoles, but Sony developers certainly haven't forgotten their old reliable platform, this new Shadow Hearts sequel is exceptional, and it looks like there's more to come.

Xseed games has decided to start a new story on the Shadow Hearts model, set a few years after the great release of malice in Shadow Hearts 2. The main character is Johnny Garland an orphaned 16-year-old who has set up a detective agency in New York City. His big cases are still finding lost cats, but weird Professor Gilbert from Arkham University asks Johnny to help find a missing criminal and, in short order, Johnny finds himself plunged into a fight with evil monsters. The beautiful shapeshifter Shania comes to his rescue and soon he has assembled a team of unusual characters, including a martial arts cat and a musician with a loaded guitar.

As in earlier games, character relationships are an important part of the quality of the game. Johnny's attraction to Shania is kept low key, and is balanced against that of the mysterious Lady and the psychotic Killer. In Shadow Hearts, heroes don't beat their chests. Instead they struggle with internal conflicts every bit as important as their battles in the game world.

Play is still turn based using the Judgment Ring and various player strike combinations. I have mixed feeling about this scheme. It works well, but it's complexities introduce a level of thumb dancing that is sometimes a bit beyond my limited reflexes. You have the opportunity to mix magic, medicine and muscle in complex and devastating attacks. My real criticism is that there aren't enough monster (or human) types, so the longer missions can get on your nerves. Dungeons characteristically only have three to four different monsters plus the boss. A dozen more varieties would have made the end game a bit more interesting.

From the New World has more sidequests than most games have game. Everything from quizzes to the attack of the sushi warriors. There are lots of ways to get neat accessories and level up. To the point that you can over level up and sail through the ending a little two quickly for my tastes. In fact, the endings (there are two) are the weakest part of the story. Suddenly things are over and it's time to save a cleared game and start all over again. But you've had 80 hours of fun on the way, and that's nothing to complain about.

19 of 23 found the following review helpful:


3Not as good as Covenant  Apr 29, 2006 By Tso Haven Hei Wan "Havenough Dupont Randall-Bassols"
Covenant set a breakthrough for the Shadow Hearts series with solid gameplay, interesting characters, improved battle system and interesting sidequests with an extended and interesting story from the first game. In Shadow Hearts 3, none of these were back and it just turned the series into a blend and sometimes annoying game.

The main characters are not likable right from the beginning. Johnny, a sixteen year old private detective who happens to be for God's sake amnesia. The character design is exacltly the same as the character in Final Fantasy Tactics Advance and Final Fantasy XII. Shania just lack the death of Kirin in Covenant and not to mention all the other characters who joined the team randomly. The story is scattered all over the place to fit into the world of randomness of the characters. Seriously the most interesting characters in the game are Lady and Killer. The giant cat Mao is annoying, the Ninja is easily the most hateable character competing with Hilda the vampire. The seriously lack of depth for the characters already killed half of the game, not to mention the lack of substance in the story. In Covenant, the side quests naturally blends into the story as they were mentioned here and there even before they were opened up for you to tackle them. In 3, they were just there for the sake of being there. Nothing interesting and nothing exciting, and Johnny's sidequest is just damn annoying, comparable to Kurando's sidequest in Covenant.

The battle system is greatly improved in a way that you need to be more strategic than just go all out and whack. But when your enemies also took advantage of the system, it could leave you breaking the controller into two with tears, and prepare for that in Johnny's sidequest. The battle system is very interesting and strategic with customisable rings, double-attack, combos etc. There are more gauges and stats you need to pay attention to during the battle. It could definitely satisfy players who want to have more interactive and intuitively strategic battle system. However, Shania has less fusion forms compared to Yuri and her fusion for most of the time look like porns - from tatoos on various parts of her body, including all the private parts. These tatoos light up and there will be a close up on them. It is very disappointing that From the New World needs to use that kind of tactic to attract players. For all other characters, most of their moves are mediocre though Hilda the vampire's certain moves could be lifesaving in important and difficult battles.

In all Shadow Hearts 3 is a game that you can play if you are free and once finished, there is nothing interesting to revisit it in the future. Unlike Covenant, it is not a game that you can get yourself addicted to and replay it again and again.

2 of 2 found the following review helpful:


3It's not happening this time around  Aug 21, 2007 By A. Griffiths "Adrian"
I've been a huge fan of the Shadow Hearts series, but "From the New World" is the weakest so far. I might be a little biased as I played it immediately after finishing Final Fantasy 12 and it just can't compare to that, but even so I remember having a far better time playing the first game and the sequel, "Covenant". The story of Yuri and Alice really made the first game memorable, and the second was almost as good, with Karin making a very sympathetic female lead. This time, however, I am not warming to any of them.

The story this time is a brand new one. A 16 year old called Johnny Garland has his own detective agency in New York (like all 16 year olds do), and one day a chance visit from a stranger begins a missing person hunt that leads to uncovering an evil force that threatens to wipe out the entire world. Along the way he gathers a team of new friends and so the stage is set for a typical RPG. Now, Shadow Hearts is famous for having off the wall characters and this time is no exception. I thought having the puppet master Gepetto and Princess Anastasia as part of your team in Covenant was whacky enough, but this time around you'll be joined by a giant drunken Kung-Fu cat, a kittenish female Vampire and a comedy Ninja. The trouble is that I'm having a harder time becoming attached to them in this game because they just don't seem to be original creations. Frank the Ninja is a direct copy of Joacim, with his weapon upgrades from found objects, and Hilda the childish and annoying vampire changes form between being fat, skinny or a bat in the same way that Keith and Joacim did. Shania the indian squaw can shape-shift into elemental fusion monsters like Yuri did, and characters learn new moves and spells by finding documents or manuscripts like Karin did. As this is supposed to be a completely new game, I found this amount of repetition in the characters to be very disappointing.

Another thing is that in this day and age, there is no excuse for the playable environments to be so small. New York is represented by four "boroughs", most with just one street and no visitable buildings. Go the wrong way or step off the kerb and you drift back to the world map, showing you how tiny each location is. There's no moveable camera and the scantest populations of NPCs to talk to in each place. The dungeons are little better, relegated to just a few rooms or stages, with no more than about three varieties of enemy in each. You can do each dungeon level and boss in a single sitting and it sometimes seems like the game is whizzing by. The game still plays with "alternative" versions of real places, but it doesn't impress much this time around, with Alcatraz prison and the Roswell UFO site being very lack-lustre.

There are some new ideas, but they are not all good. The stellar chart magic system is terribly clumsy and you have to navigate endless permutations of screens and options to set each character up with decent spells. Plus the stellar charts themselves have to be modified at shops to hold the better magic spells, which makes it even more of a bother. One good thing is that each character has unique abilities, which means that they are not endlessly interchangeable like in some RPGs (even in Final Fantasy 12 you could have built up all the characters in exactly the same way), and this gives some variety.

The best thing about the series, though, is still it's trademark Judgement Ring system, and if you enjoyed the first two games for this reason you will be well served here. The battles have even become more complicated with the introduction of the "Stock" guage, which acts like a meter that fills up when you give or receive damage. This can then be used to unleash devastating linked attacks once filled. Managing Stock is crucial to a good battle, and I enjoyed it. I also enjoyed the Combo mechanism, with great results for those who have good reflexes (missing the correct symbol button and breaking a good combo is frustrating but fair, because if you want that 4 chain Combo magic you have to work for it!).

My overall impression is that "From The New World" has been created to ride on the glory of the games before it by simply copying them. It's nowhere near as impressive as "Covenant", and all it's ideas are second hand. It's also trying too hard to be funny. There's scarcely a serious moment in here, or anything approaching the depth or the adult orientated themes that the series did so well in the past. It's all now just a giant cartoon, and while Kung-Fu cats and fat vampires are funny for a while, they don't draw you into the story at all. There is scarcely any plot to speak of as it is, the whole game is just a chase from start to finish, following the villains all around the world. The fun in the game lies with the battles and becoming an expert using the Judgement Ring. Battles are complex and even random encounters need some forethought, especially as there are bonuses available for very good performances (perfect ring turns, enemies killed without having a single turn, etc), so there is a lot to enjoy. Boss battles can be long, but at the same time, the game never gets particularly difficult, and levelling up sems to happen very rapidly so you can easily make a powerhouse team to face almost anything. Sidequests are good - there are seperate side stories for each character which is a nice aspect, and something of a tradition now in the series. It's a shame that these good aspects are not complementing a more impressive basic game, because as it stands, the Judgemant Ring and the good "extras" are the only thing lifting a very short and mediocre RPG plot and characters into being a passable game.

4 of 5 found the following review helpful:


4Quirky and interesting  Jul 09, 2006 By Lum J. Hsiang "Idea Gourmet"
Shadow Hearts: From the New World continues a rather interesting series. While not quite living up to expectations formed by the previous installation in the series, Covenant, which I thoroughly enjoyed, FtNW was an entertaining romp. Gameplay mechanics were fine, and I found the judgment ring mechanics to be acceptable, even though I don't in general enjoy games which require an inordinate amount of twitching.

The Good: As usual, fascinating environments, side quests which flesh out the characters, quirky humor (canon does not include too many, or any, obese vampires). Although the main story is not directly continuous with SH 1 & 2, many trademarks of the series persist such as the shopkeepers, Roger Bacon and the Valentine family lending a pleasurable sense of familiarity.

The Not So Good: For some reason, I didn't seem to care as much for Johnny and his clique as I did for Yuri. The lead characters' personalities were relatively flat compared to their predecessors'. This installation also lacks the depth which the other two had primarily because it didn't appear to track momentous historical events the same way. In some way, it didn't feel as if it was as firmly embedded in its reality. Finally, the additional characters lacked, well, character. Frank and Mao were comic relief and Ricardo's personality seemed pretty cliched. This was somewhat true of the previous games, for example Lucia from Shadow Hearts Covenant seemed to be little more than a pretty picture stretched over a skeleton of a plot device.

Conclusion: All in all, an enjoyable romp. It lacks, however, the draw which made Covenant, in my view, a hit.

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