Every now and then, you get an RPG setting that really just pulls you in and conveys a mood perfectly, instilling an intended atmosphere within you seamlessly, getting you into what's going on with above average skill and subtlety. In my old rant about Skies of Arcadia Legends's City of Valua, the visuals of the environment, the background music, and what you encounter all work together to put together a particularly strong environment of the worst of urban life.
You get superior environments like this every now and then in RPGs. Sometimes they portray human settlements, as Valua does, and Final Fantasy 7's Midgar. Most often, you find yourself in a dungeon, forest, temple, cave, or some other dangerous place where you explore an area made exceptionally well to pull you into the environment--Grandia 1 does this in practically every explorable area in its game.
There's only one time, though, that I can recall experiencing an RPG where a strong environment like what I'm speaking of is created which just scares the pants off you: Shadow Hearts 1's Doll House.
While Shadow Hearts 2's Doll House has its moments of mild creepiness (and SH3's Doll House, as par for the game, is dull and boring), it's SH1's Doll House that has the dark, spooky look inside and out, lighted or in the dark, of a house whose history makes it better left abandoned. It's SH1's Doll House that has the heavy, moody music that sets the tone without going too far. And it's SH1's Doll House that has the creepy history of a little girl and her doll told through pictures and diary entries, all leading to the final place of the house, a silent, utterly scary room where a doll sits on a rocking horse, watching you with its lifeless face...a lifeless face that may move just out of the corner of the main character's eye when he's not paying attention. SH1's Doll House is as spooky, as creepy, as downright freak-you-out scary an area, particularly its final room, as any environment you'll find in a Survival Horror game like the Resident Evils. I was seriously impressed with it--when I was done holding my breath in fright.
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Showing posts with label Shadow Hearts. Show all posts
Showing posts with label Shadow Hearts. Show all posts
Saturday, March 27, 2010
Thursday, November 19, 2009
Shadow Hearts 1 and 2 AMV: As the Warlock Said
I decided, largely on a whim, that the next RPG AMV I'd do would be my favorite of all RPG AMVs I've yet seen, the Shadow Hearts 1 and 2 AMV As the Warlock Said, made with care by the esteemed Resk. This one's made up of FMVs from the first and especially second Shadow Hearts games, and the cutscenes in SH2 portray major parts of the game's events, so this AMV has strong spoiler content. Fairly warned, and all that.
Shadow Hearts 1 + 2 As the Warlock Said: http://www.youtube.com/watch?v=ItAHl4s4e4c
Poetry in Motion: Visually-speaking, this AMV's definitely got its act together. The scenes shown are all in good condition*, and all of the scenes shown are from the games' FMVs, which as a rule are visually pleasing, and have an artistic atmosphere of heavy, yet shadowy realism, even though they often depict mystical and other-worldly scenes--the Shadow Hearts games' characteristic feel is depicted well by their cutscenes, and Resk's selection takes advantage of this.
As far as visual effects go, this video has a greater number of them used in more significant ways than the last AMV I ranted on (Fallout 3's If You Tolerate This Your Children Will Be Next AMV). Despite this, however, As the Warlock Said shares a certain feeling of artistic simplicity with the subject of my previous AMV rant. The most technical the visual tricks ever really get with this AMV are slow scene changes that transition to the next FMV clip while the previous one is still fading--nice, but ultimately a fairly simple effect. The creator does, however, definitely make the most of this transition, making it less a quick little "that's neat" moment and more a well-crafted part of the work as a whole. For example, there's a moment at 1:08 where the scene fades from one in which main character Yuri leaps back from the top of a train to a scene of time passing over a flower field. The lingering fade that transitions from the first scene to the second makes it seem like Yuri is leaping back into the the speeding, swirling sky of the second scene, bringing the two parts together gracefully, which makes the AMV seem more fluid, more joined, a smoother, more complete offering. There are a few examples of this in the AMV--right after the part I've mentioned, the flower scene's swirly sky begins to fade into the scene where Yuri and Kato face one another, with the previous scene's moving sky combining with the orange sunset of the next scene nicely. And there's also the part at 3:21 where we see Saki's demon form slowly descending suddenly turns into the descending image of Kato, for another example.
The other noticeable visual trick that Resk employs is a vague overlay of one scene over the other--basically, to have one FMV scene from the game playing as a background, while another one, which is translucent but more prominent, is shown as well (I believe the film making term for this is "matte"--I don't pretend to know many of the technicalities of this stuff; I only know what I like and what looks good to me). This also creates some neat effects, such as at 2:47, where Karin's face is momentarily laid over a scene of Yuri after he's said goodbye to her, presumably to show his thoughts at that moment and what he's given up, and at 3:04, where the image of Yuri's soul caught within a tree (it's symbolic and means something in the game, trust me) is shown over the image of Alice, who is in a similar position. Neat as they are, though, I do feel that they're probably the only part of this video that I can really offer negative criticism for--while well-done and interesting, they are at the same time a little distracting, and even a little confusing while you're watching and trying to determine exactly what they're showing before they're gone. Still, overall I do like them.
We are the music makers, and we are the dreamers of dreams: I have a mild fondness for the song used for this video, Gravity of Love, by Enigma. It has a certain feeling of epic mysticism, but in a modest way; its tune, vocals, and lyrics don't seem to be as direct in addressing the listener as most songs are for most of the song, like it's singing more generally of something great and wondrous, for all to hear instead of anyone specific. This effect works very nicely for the AMV in general, and the scenes fit it well in a general sense, along with being shown and emphasized well to match the music's tone and direction. The AMV also matches the scenes to the lyrics in a more specific sense, as well, doing such things as at 0:27, which has a shot of Yuri that turns around him just as the lyric "Turn around" is sung, at 0:33, where the scene shifts from Yuri with his eyes closed to a scene of Alice just as the words "Close your eyes, it's so clear" are sung--Yuri's got his eyes closed, and is clearly imagining Alice, which not only fits the lyrics perfectly, but also directly fit the actual characters and circumstances of the game, as well. Heck, even the opening is matched well to the song, when there aren't really any lyrics at all--the opening of Gravity of Love is taken from O Fortuna velut Luna, which has an epic choir bit, and during this opening the AMV shows still images of a map of Europe, warlocks in a circle, and so on--images of power and importance to match the choir's tone. These instances of directly tying what's shown to the lyrics sung help to further mesh the video's components together into something that feels like one functioning creation rather than just separate parts pushed together.
But what's it all mean, Basil?: While this anime music video doesn't exactly have a specific message to convey like the Fallout 3 AMV I showed last time, it most definitely has purpose and meaning. As the Warlock Said emphasizes the romance between Yuri and Alice from the games, showing them by themselves and with each other as souls locked together by love, whether together or separated, through life and death both. The song selection is absolutely perfect for it--when you actually just look at the lyrics all together, you can draw immediate parallels to the story of Alice and Yuri--and the scene selection is no less perfectly chosen, visually tying the lyrics and tune of a song already wonderfully suited to these characters to the games.
In addition to showing the story of Alice and Yuri's love, though, the AMV also serves as a great symbol of the game itself. Much like that Parasite Eve 1 AMV I showed in my original rant on RPG AMVs, this one seems to be a summary of the feeling of the games themselves, showing their atmosphere, darkness, monumental events, and most importantly, the simple feelings of emotion and mysticism that seem to be the true defining aspects of Shadow Hearts 1 and particularly 2. You don't just see the powerful love story of Alice and Yuri when you watch this AMV, you also see the greatness of the games themselves. This song and these games are wonderful matches for each other in both their tone and their lyrics/events, and As the Warlock Said is a perfect mixture of them.
* Although the Youtube version that I linked to above isn't quite as good quality as the original AMV; if you're a member of Anime Music Videos .org, you can find the better quality version there. You might also want to check out the other AMVs Resk has made on either site--some are definitely pretty decent. I'm quite fond of his Legend of Dragoon Strength of Sacrifice one, myself.
Shadow Hearts 1 + 2 As the Warlock Said: http://www.youtube.com/watch?v=ItAHl4s4e4c
Poetry in Motion: Visually-speaking, this AMV's definitely got its act together. The scenes shown are all in good condition*, and all of the scenes shown are from the games' FMVs, which as a rule are visually pleasing, and have an artistic atmosphere of heavy, yet shadowy realism, even though they often depict mystical and other-worldly scenes--the Shadow Hearts games' characteristic feel is depicted well by their cutscenes, and Resk's selection takes advantage of this.
As far as visual effects go, this video has a greater number of them used in more significant ways than the last AMV I ranted on (Fallout 3's If You Tolerate This Your Children Will Be Next AMV). Despite this, however, As the Warlock Said shares a certain feeling of artistic simplicity with the subject of my previous AMV rant. The most technical the visual tricks ever really get with this AMV are slow scene changes that transition to the next FMV clip while the previous one is still fading--nice, but ultimately a fairly simple effect. The creator does, however, definitely make the most of this transition, making it less a quick little "that's neat" moment and more a well-crafted part of the work as a whole. For example, there's a moment at 1:08 where the scene fades from one in which main character Yuri leaps back from the top of a train to a scene of time passing over a flower field. The lingering fade that transitions from the first scene to the second makes it seem like Yuri is leaping back into the the speeding, swirling sky of the second scene, bringing the two parts together gracefully, which makes the AMV seem more fluid, more joined, a smoother, more complete offering. There are a few examples of this in the AMV--right after the part I've mentioned, the flower scene's swirly sky begins to fade into the scene where Yuri and Kato face one another, with the previous scene's moving sky combining with the orange sunset of the next scene nicely. And there's also the part at 3:21 where we see Saki's demon form slowly descending suddenly turns into the descending image of Kato, for another example.
The other noticeable visual trick that Resk employs is a vague overlay of one scene over the other--basically, to have one FMV scene from the game playing as a background, while another one, which is translucent but more prominent, is shown as well (I believe the film making term for this is "matte"--I don't pretend to know many of the technicalities of this stuff; I only know what I like and what looks good to me). This also creates some neat effects, such as at 2:47, where Karin's face is momentarily laid over a scene of Yuri after he's said goodbye to her, presumably to show his thoughts at that moment and what he's given up, and at 3:04, where the image of Yuri's soul caught within a tree (it's symbolic and means something in the game, trust me) is shown over the image of Alice, who is in a similar position. Neat as they are, though, I do feel that they're probably the only part of this video that I can really offer negative criticism for--while well-done and interesting, they are at the same time a little distracting, and even a little confusing while you're watching and trying to determine exactly what they're showing before they're gone. Still, overall I do like them.
We are the music makers, and we are the dreamers of dreams: I have a mild fondness for the song used for this video, Gravity of Love, by Enigma. It has a certain feeling of epic mysticism, but in a modest way; its tune, vocals, and lyrics don't seem to be as direct in addressing the listener as most songs are for most of the song, like it's singing more generally of something great and wondrous, for all to hear instead of anyone specific. This effect works very nicely for the AMV in general, and the scenes fit it well in a general sense, along with being shown and emphasized well to match the music's tone and direction. The AMV also matches the scenes to the lyrics in a more specific sense, as well, doing such things as at 0:27, which has a shot of Yuri that turns around him just as the lyric "Turn around" is sung, at 0:33, where the scene shifts from Yuri with his eyes closed to a scene of Alice just as the words "Close your eyes, it's so clear" are sung--Yuri's got his eyes closed, and is clearly imagining Alice, which not only fits the lyrics perfectly, but also directly fit the actual characters and circumstances of the game, as well. Heck, even the opening is matched well to the song, when there aren't really any lyrics at all--the opening of Gravity of Love is taken from O Fortuna velut Luna, which has an epic choir bit, and during this opening the AMV shows still images of a map of Europe, warlocks in a circle, and so on--images of power and importance to match the choir's tone. These instances of directly tying what's shown to the lyrics sung help to further mesh the video's components together into something that feels like one functioning creation rather than just separate parts pushed together.
But what's it all mean, Basil?: While this anime music video doesn't exactly have a specific message to convey like the Fallout 3 AMV I showed last time, it most definitely has purpose and meaning. As the Warlock Said emphasizes the romance between Yuri and Alice from the games, showing them by themselves and with each other as souls locked together by love, whether together or separated, through life and death both. The song selection is absolutely perfect for it--when you actually just look at the lyrics all together, you can draw immediate parallels to the story of Alice and Yuri--and the scene selection is no less perfectly chosen, visually tying the lyrics and tune of a song already wonderfully suited to these characters to the games.
In addition to showing the story of Alice and Yuri's love, though, the AMV also serves as a great symbol of the game itself. Much like that Parasite Eve 1 AMV I showed in my original rant on RPG AMVs, this one seems to be a summary of the feeling of the games themselves, showing their atmosphere, darkness, monumental events, and most importantly, the simple feelings of emotion and mysticism that seem to be the true defining aspects of Shadow Hearts 1 and particularly 2. You don't just see the powerful love story of Alice and Yuri when you watch this AMV, you also see the greatness of the games themselves. This song and these games are wonderful matches for each other in both their tone and their lyrics/events, and As the Warlock Said is a perfect mixture of them.
* Although the Youtube version that I linked to above isn't quite as good quality as the original AMV; if you're a member of Anime Music Videos .org, you can find the better quality version there. You might also want to check out the other AMVs Resk has made on either site--some are definitely pretty decent. I'm quite fond of his Legend of Dragoon Strength of Sacrifice one, myself.
Wednesday, June 27, 2007
Shadow Hearts 3's Characters
Once again, my personal RPG theory (that there is no such thing as an RPG series that will not, sooner or later, terribly disappoint you) has been vindicated with the third and most recent installment of the Shadow Hearts franchise. Set in a very close alternate reality of our world's past, the first two Shadow Hearts games spanned Europe and Asia and brought two great casts through innovative plots which tied in with real world events while maintaining a very healthy amount of creativity in their general direction. You got to fight restless spirits in the Vatican, hand Rasputin his creepy evil ass, visit important locations from Hong Kong to London, and fight alongside people like Princess Anastasia Romanov and Mata Hari. They were fun, funny, and full of deep and touching ideas, moments, and characters. So, when I found out that the third installment would be set in North and South America, feature Native American characters, and at some point involve the legendary vicious gangster Al Capone, I was pretty damn psyched for the best installment yet.
One of these days I'm going to stamp out that vicious, sadistic little spark of hope in me, that without fail only shows up when the worst of disappointments is forthcoming, just to make it all the much worse. Shadow Hearts 3 is a tedious time-waster, a long-winded telling of a story which only has any real significance right near the very end, and even that being somewhat dull and anime-cliche. I mean, hell, I've played RPGs which have been uninspired and boring enough that I find myself just not caring that some mystical fantasy world is doomed to oblivion, but Shadow Hearts 3 is the first time I've ever felt total apathy toward the imminent destruction of my own world.
Nautilus, the company which created the game, seemed to have the good sense not to unleash this mediocrity on us, but XSeed decided to translate it and release it here anyways. This and Wild Arms 4 make up XSeed's record of RPGs translated and published for companies which wouldn't port them overseas themselves. Jeez. To XSeed: come on, there must be some GOOD RPG over in Japan that you could bring us instead. At this rate, I'd have to say you're a strong argument for the idea that ignorance is bliss.
But I digress. It's not outright offensively awful like Grandia 3 or Wild Arms 4 were, so I'm not going to pick apart the whole game like I did with them. I'll stick to just the usual cast ridicule method today.
Johnny: Johnny, our "hero" (I use the term loosely), is a licensed detective, who consistently needs his companions, who are not themselves terribly bright, to explain each and every extremely obvious switch and lever for each and every extremely simple, usually color-coded dungeon puzzle.
Shania: Nautilus was too busy inventing ways for her to be more naked to actually give her a character.
Natan: Also known as Chief Running Stereotype.
Lady: Lady is the main villain in the game. In a startling display of honesty, Nautilus gives her essentially no lines of dialogue, no personality, and no conscious reason to be trying to doom the world. While this makes her a boring, lackluster antagonist about as memorable as a street sign and only half as noticeable, at least they're not trying to cover up their inability to invent a decent villain with dumb motives ("HUR HUR I'LL SAVE EVERYONE FROM BEING UNHAPPY BY KILLING THEM") or something.
Frank: A middle-aged ninja from Brazil who uses cactuses, bus stop signs, and dead fish as swords. The novelty wears off pretty quickly, leaving you with a gag character who's mildly amusing at best.
Hilda: Hilda is a girl who gains weight when she eats too much and gets fat, but loses weight when she eats healthily and stays thin.
...
If you're waiting for a punchline, you just got it. I really, truly cannot think of a better way to ridicule Hilda's gimmick than to just tell you about it.
Ricardo: In most other RPGs, Ricardo might be the low point of the cast. In this one, the fact that he has any history and motivation at all, and that it's not completely half-assed, makes him easily the best character in the mix.
His guitar being a shotgun, flamethrower, and missile launcher kinda balance out whatever seriously redeeming qualities he had, though.
Al Capone: Al Capone is not actually a playable character, nor is he a villain, so including him is kinda a breach in protocol here, but he embodies one of the most annoying aspects of the game so perfectly that I really just had to put him in. I have exhaustively compiled a list of all the things that Nautilus got right in their representation of the infamous 1920s American gangster:
He has an accent.
...
Yeah. As the list above suggests, there's not a whole lot of resemblance (Hell, I can't even say for sure that the accent is right). Rather than take the ruthless, relentless, scarred pioneer of organized crime that the real Al Capone was and go somewhere with him from there, Nautilus takes the name and just does whatever the hell they want, making him into a good-hearted pretty-boy concerned for the well-being and safety of the public. They take a concept with all kinds of potential, and twist it into anime crud. This blatant disregard for accuracy is all OVER the game. Exploring the Grand Canyon? Expect no more than a short walk. Cell phones, television, security metal detectors, and robot guards in 1929? No problem! And for God's sake, I've had more trouble navigating McDonald's Playplaces than I had escaping Alcatrez.
I was expecting--hell, eagerly anticipating--a game that would make interesting, innovative, and (reasonably) accurate use of its cultural backdrop, the way the first two games did. But Nautilus just decided to take their best setting yet and whiz it down their legs here. The disclaimer at the beginning of the game isn't even needed; there's no way anyone could seriously mistake this for a portrayal of anything real.
Mao: There are two kinds of people in this world. People who think that a 6 foot, talking alcoholic cat who uses drunken martial arts and wants to be a movie star is a stupid idea, and people who work at Nautilus.
One of these days I'm going to stamp out that vicious, sadistic little spark of hope in me, that without fail only shows up when the worst of disappointments is forthcoming, just to make it all the much worse. Shadow Hearts 3 is a tedious time-waster, a long-winded telling of a story which only has any real significance right near the very end, and even that being somewhat dull and anime-cliche. I mean, hell, I've played RPGs which have been uninspired and boring enough that I find myself just not caring that some mystical fantasy world is doomed to oblivion, but Shadow Hearts 3 is the first time I've ever felt total apathy toward the imminent destruction of my own world.
Nautilus, the company which created the game, seemed to have the good sense not to unleash this mediocrity on us, but XSeed decided to translate it and release it here anyways. This and Wild Arms 4 make up XSeed's record of RPGs translated and published for companies which wouldn't port them overseas themselves. Jeez. To XSeed: come on, there must be some GOOD RPG over in Japan that you could bring us instead. At this rate, I'd have to say you're a strong argument for the idea that ignorance is bliss.
But I digress. It's not outright offensively awful like Grandia 3 or Wild Arms 4 were, so I'm not going to pick apart the whole game like I did with them. I'll stick to just the usual cast ridicule method today.
Johnny: Johnny, our "hero" (I use the term loosely), is a licensed detective, who consistently needs his companions, who are not themselves terribly bright, to explain each and every extremely obvious switch and lever for each and every extremely simple, usually color-coded dungeon puzzle.
Shania: Nautilus was too busy inventing ways for her to be more naked to actually give her a character.
Natan: Also known as Chief Running Stereotype.
Lady: Lady is the main villain in the game. In a startling display of honesty, Nautilus gives her essentially no lines of dialogue, no personality, and no conscious reason to be trying to doom the world. While this makes her a boring, lackluster antagonist about as memorable as a street sign and only half as noticeable, at least they're not trying to cover up their inability to invent a decent villain with dumb motives ("HUR HUR I'LL SAVE EVERYONE FROM BEING UNHAPPY BY KILLING THEM") or something.
Frank: A middle-aged ninja from Brazil who uses cactuses, bus stop signs, and dead fish as swords. The novelty wears off pretty quickly, leaving you with a gag character who's mildly amusing at best.
Hilda: Hilda is a girl who gains weight when she eats too much and gets fat, but loses weight when she eats healthily and stays thin.
...
If you're waiting for a punchline, you just got it. I really, truly cannot think of a better way to ridicule Hilda's gimmick than to just tell you about it.
Ricardo: In most other RPGs, Ricardo might be the low point of the cast. In this one, the fact that he has any history and motivation at all, and that it's not completely half-assed, makes him easily the best character in the mix.
His guitar being a shotgun, flamethrower, and missile launcher kinda balance out whatever seriously redeeming qualities he had, though.
Al Capone: Al Capone is not actually a playable character, nor is he a villain, so including him is kinda a breach in protocol here, but he embodies one of the most annoying aspects of the game so perfectly that I really just had to put him in. I have exhaustively compiled a list of all the things that Nautilus got right in their representation of the infamous 1920s American gangster:
He has an accent.
...
Yeah. As the list above suggests, there's not a whole lot of resemblance (Hell, I can't even say for sure that the accent is right). Rather than take the ruthless, relentless, scarred pioneer of organized crime that the real Al Capone was and go somewhere with him from there, Nautilus takes the name and just does whatever the hell they want, making him into a good-hearted pretty-boy concerned for the well-being and safety of the public. They take a concept with all kinds of potential, and twist it into anime crud. This blatant disregard for accuracy is all OVER the game. Exploring the Grand Canyon? Expect no more than a short walk. Cell phones, television, security metal detectors, and robot guards in 1929? No problem! And for God's sake, I've had more trouble navigating McDonald's Playplaces than I had escaping Alcatrez.
I was expecting--hell, eagerly anticipating--a game that would make interesting, innovative, and (reasonably) accurate use of its cultural backdrop, the way the first two games did. But Nautilus just decided to take their best setting yet and whiz it down their legs here. The disclaimer at the beginning of the game isn't even needed; there's no way anyone could seriously mistake this for a portrayal of anything real.
Mao: There are two kinds of people in this world. People who think that a 6 foot, talking alcoholic cat who uses drunken martial arts and wants to be a movie star is a stupid idea, and people who work at Nautilus.
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