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R P G A M E R . C O M   -   E D I T O R I A L S

Where Did They Go Wrong?
!
!

Tom "Terrant" Hrabchak
STAFF EDITORIALIST



Well, it all started in 1215, when King John and Pope Innocent III signed a series of documents...oh wait, I got confused again. While that Magna Carta set up the end of monarchy as the world then knew it, that's not why we're here today. Instead, the subject of this article is something near and dear I've taken a little time to simmer over before finally bursting -- Softmax's Magna Carta: Tears of Blood for the PS2.

Now, this series captured my heart long before I ever had a chance to play it. Several years ago, while browsing through a web forum, I came upon some fantastic character art that simply blew me away. I asked the person who posted that art about it, and he proceeded to tell me about a little-known Korean company called SoftMax, and their wonderful but (at that time) relatively unheard-of RPG titles, War of Genesis and Magna Carta. Further research found a number of fantastic looking games with beautiful character designs, deep stories, and some interesting gameplay ideas. I mourned the fact that they would likely never see the light of day in the US.

Then the day came. A friend of mine mentioned a blurb he saw on a gaming website (which would turn out to be the very same one I write for today), mentioning that Atlus was bringing Magna Carta to the US. I don't think I've ever been that excited for a new RPG release ever. I was ecstatic! The first screenshots and movies came out, and the game's graphics floored me. Absolutely breathtaking. I learned soon after that this game, titled Tears of Blood, would not be the original Magna Carta but an unrelated title (they share the same name/design for the lead, but are otherwise completely independent of one another.) This failed to faze me however, since I learned the design team was largely the same. With any luck, this game would become a classic that I'd enjoy for quite some time. Eagerly I awaited the release day, and even went so far as to buy the "Special Edition" version with the artbook. Then came the pain.

Softmax, Atlus, where did you go wrong? Such a gorgeous-looking game with such great promise, and yet such an utter disappointment to me in so many ways! This game ranks as one of the worst RPG purchase decisions I've ever made (Suikoden IV being the only worse I can think of), and it breaks my heart. Let me share my grief with you, in its myriad forms. Mourn with me, fellow gamers, for what could have been. Perhaps future developers can learn from the mistakes made here, and make a better game for the next generation.

First, let's get the good out of the way. Visually, the game really is fantastic. Hyung Tae-Kim's peerless artwork comes to life in a series of imaginative, often quirky designs. While it relies heavily on pretty-boy bishounen metrosexual "is that a guy?" types, what Asian-produced RPG made since FFVII hasn't had its share of those, I ask you? And at least it pulls them off well, and has some really original designs. The backgrounds are well-made and detailed, and effects like lighting, water, and fire are handled superbly. I really was satisfied with this. Too bad it's about the only thing that went right. The characters are wonderful...until they begin to speak, that is. Now, if there's one thing companies are usually guilty of when casting voice actors for their RPGs, it's overdoing it. One only has to look at FFX, Tales of Legendia, or Shining Force Neo to see some of what the current RPG voiceover trend is like. Words like "hamfisted," "over the top," and "please God, make Meryl shut up!" come to mind. Atlus didn't follow the trend with this one; if anything they did the polar opposite. The voices in Magnta Carta: ToB sound like Ben Stein did the entire cast. They were bland, unemotional, and completely and utterly done in monotone. One of the important things needed of any ensemble cast is the ability to emote well, so the player develops a rapport with the characters and their moods, and so tense situations seem more realistic. Instead, the game reads like a troupe of sleepy valium addicts reading Shakespeare. There's no chemistry apparent, no spark.

Speaking of chemistry, this game is one of those ones where you have relationship meters that measure how well Calintz and his band of not-so-jaunty mercenaries are getting along. This was a great replay feature in games like Star Ocean: Till the End of Time, since you could tweak the character's affection ratings to access extra cutscenes and change the game's ending. In Tears of Blood, the affection system directly relates to your team's effectiveness in combat. The more they like you, the faster and better they fight. What this means is that instead of using the system to your liking to develop relationships with the other characters and add to the fun of the story, you find yourself optimizing your responses, trying to find the best combinations to keep everyone happy. You can also flood your team with expensive gifts to keep this rating high, but that negates the fun factor as well.

Basically, all making someone like you does is enhances the speed that their ATB-esque combat bar fills. When the bar hits certain points, the character can attack. So filling up fast is a good thing right? Well...let's talk about the combat system a little. First off, as before mentioned, each character has a bar that needs to hit a certain point before an attack can be made. What's more, more than one of these points exists on the bar, and waiting for a later one can achieve better results. Here's where it goes bad though: Only one character can be controlled at a time, and only that person's bar fills during that time. So it doesn't matter how fast everyone else's fills, since you're only worrying about one person at a time. Unlike the Action Time Battle bars of the FF series, you can't have party members queued up in the wings to attack while one is doing their thing. In fact, they won't do anything! While one character is controlled, the other ones literally stand still staring off into space. Since the combat is in "kind of real-time" (the enemies and the one character being controlled move freely about a 3D battlefield and attack as soon as they are in range and have their bar active), that essentially means two-thirds of your party are paperweights at any given moment. One viable yet stupid combat tactic is to position two party members between your controlled character and the enemy and use them as meat shields! Not to mention the fact this tends to make you rely on the same character over and over, meaning the others have a harder time getting new skills. If for some reason you need to switch to another character to win a fight (rarely needed with the sadly idiotic monster AI and low overall difficulty level), it doesn't matter that they spent the first three minutes of the fight doing nothing. They still have to wait for their bar to fill! And then suffer through the horrendous combat skill/ring system.

Tears of Blood is not the first to use a timing-based combat system to deliver attacks. Sony's lesser-known Legend of Dragoon title, as well as the Shadow Hearts series, made use of similar methods. In ToB, once you are in range of an enemy and your attack bar is at the right point, a ring will appear with circles at certain spots along it labeled "X" or "O". A marker will spin around this ring, and the key to attacking relies on hitting the appropriate button (X or O) at the precise time. And believe me, it's very unforgiving. The slightest miss and your attack fails. As in, nothing happens, and you have to wait for your bar to fill up again to try again. Not to mention your character suffers a small delay to the refill thanks to missing. Oh, and let me mention this isn't for super special attacks, this is for any combat action. You can also learn alternate combat methods that allow you to do more damage by changing the pattern on the battle ring, or even obscuring the X and O symbols on the ring (making each battle require guesswork or a good FAQ!) While these allow you to be more effective in battle, they also require a lot of work and missed opportunities, unless of course you get a good guide and have it with you at all times. And there's nothing more painful then screwing up the second or third hit of a combo and having to start over.

Now a word about skill scrolls and schools of combat. Each character can learn from more then one school, and each school teaches different moves (up to a max of four per school). At any time a character can only use moves from one school, though they can change them at any time, even during battle. The menu system for doing so is clunky and confusing though, so expect to waste time in a fight trying to remember how to make your priestess stop whacking monsters and start healing you. Now once you do use a skill, several successful uses will open up new skills in that same school, up until that fourth one. But you can't access those skills immediately, oh no. The first attack your character will do will always be the first in the school. Then you can choose to do the second one, then the third, etc. If you should at any time miss a hit on the ring, you have to start over again from the first. And if you use the fourth skill and the monster is still standing- yup, that's right. You start over again at the weakest attack in the school. It doesn't take long before this gets frustrating.

Oh but wait, if there weren't enough things to limit your characters in battle, there's the Chi system! Chi is the spiritual energy inherent in all things in Magna Carta, and is the equivalent of mana for your characters. Except everything uses chi, even physical attacks. Each school/skill uses a different type of Chi (there's about a dozen). Now here's the kicker: instead of your characters having a pool of Chi, they draw on the ambient energy of the surrounding area to use their skills. Depending on the terrain you are in, there might be more or less of a certain kind of Chi available to use. Also, there are lanterns scattered throughout the world that can be imbued with special items to change the surrounding area to a different Chi type. Proper use of these lanterns can help you and hider your enemies (who also need Chi to fight). The downside is Chi takes a while to regenerate, and when a certain type runs out, all skills using that type are unusable by any of your characters. This is where switching schools comes in, but you're in trouble if the enemy's weakness or your healer needs a form of Chi you don't have around you. Then there's the Chi meters themselves, a series of hexagons with kanji representing the elements of each Chi type. Sadly, they did this all wrong. You have a dozen different icons on the screen, with symbols most Westerners aren't equipped to understand. And all of them are the exact same color as well. Atlus would have done well to change the colors for each one and use more universal symbols (a triangle for Mountain, flame for Fire, star for Celestial, etc.) so that Western players wouldn't look at the screen and say "Ugh..I forget which one of these squiggly things is which!" every five minutes. I know a few Chinese and Japanese characters myself, and I was stumped more often then not. Once again, a game that needs a detailed guide by your side just to play is no fun.

Out of combat, the game has moments that fall short too. First off, moving around the world is a pain. Your party can be in three modes when not fighting: Reckless (moves fast, but your visual range is reduced), Careful (can see around you better, but moves very slow), and Rest (cannot see anything around you unless it's attached to your head, or move at all, but regains health at a quick rate). Monsters roam the world freely much like the Xenosaga series (and can be avoided just as easily once you see them), but chances are they'll be able to sneak up and attack you if you don't use the "careful" exploration mode. Which moves about as fast as a hamstrung moose, making travel frustrating. The game's many chests and Chi lanterns are also harder to find without moving at a snail's pace. There is a minimap on which most items show up, but it really doesn't help at all. Also not a help is the game's item system, which is confusing at best. Most items aren't named in a way that indicated what they do, and there's no tooltips that help you in that regard. In fact, many items are listed only as ?? when picked up and require you to pay an NPC to identify them. Not that you can make heads or tails of them half the time once IDed. Once again, having a FAQ around is practically a necessity.

It's a shame. A low down, dirty cryin' shame! The game is beautiful and the story really had me hooked! But how in the world can anyone play a game so clunky and confusing? It seems as though Softmax and Atlus brought us a unique game with a number of fantastic innovations. Unfortunatly, it was a case of too many new ideas at once, and not enough explanation to keep it going. Throw in the weird, unwieldy combat system, and you get what could have been a remarkable game, but instead feels like a total letdown. Sadly the game's poor sales and reviews will most likely lead to us never seeing the War of Genesis series or any of the other Magna Carta titles on this side of the world, so there's little chance these two companies will have a chance to make up for past mistakes. I say it again: It's a real shame.




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