Okay, so you 'compared' them, but you couldn't possibly justifyingly say which one is the better, could you? Admit it, they are two completely different games. (and I actually should have said SH Covenant versus SMT Lucifer's Call, would've been more fair.)OmicronFayt said:Shin Megami Tensei: Lucifers Call (Nocturne in some regions) had a much better recruitment drive (Hi, random enemy, do you want to live? Join meArqus_Zed said:It's like comparing Shadow Hearts with Lucifer's Call.
[/spoiler]! )
Saying that Shadow Hearts took a lot of the 'mash attack' out of gringing low-level areas with the judgement ring (which was improved in Shadow Hearts: Covenant by the simple act of allowing you to customise it)
The magic is pretty much the same in both games. (in SH everyone but Yuri got them by Lvl up, and he got them by Lvling his Demons (Transformations) and in SMT:LC everyone but Protaganist got them by level up, and he got them by Lvling his Demons (parasites))
Sorry couldn't help it.
On topic, however, I prefered the Charicters from 10, the Open-World exploration/size of 6, the 'Enemies gain levels at the same rate as you' from 8 The story from 4, Magic system of 7 and Combat Flow of 10-2. Overall though, 6 is, in my opinion, marginilly better than the other games in the series.
Suprising no-one mentioned the RPG dungeon on the Playstation port of Ehrgeiz yet.
On the point of Villains, In 6 Kefka was mad, In 7 Sephiroth was Sadistic, In 4 they pull the same thing as they would later do in 8 Just the Edea/Ultamecia being replaced by Golbez/(cant remember the name) which was shocking in 4, but by the time 8 came round we were just dissapointed in Square for the blatant copy-paste. Necron (FF9) came out of nowhere too (literally) but I saw him more as a tool used by Kuja than as a villain. 10 and 10-2 aren't even worth mentioning, beyond the fact that in both cases 1000 years is way to long to hold a grudge. Ultimacia had the grandest plan (destroy the world AND destroy time so I can destroy the world again in the past and beat myself to it!) but Kefka losses points for taking so long. (Most FF villains have wanted to destroy the world, right the way from Garland in FF1, but Kefka had a whole year with no opposition and STILL failed. Ooooh, godlike power + want to destroy . . . why does he even wait for an excuse to blow people/towns up?)
Incidentilly, My first RPG was FF7. My favorite RPG is Star Ocean:TTEOT, then SMT:Lucifers Call, followed by Digital Devil Saga, then Tales of Symphonia, then Shadow Hearts: Covenant THEN FF6.
Another good one that hovers at about the same level as FF6 and Shadow Hearts: Covenant is Breath of Fire: Dragon Quarter (BoF5).
-Atmosphere's very different - alternative past of a WW I (or pre-WW I, for SH) Europe versus a present day post-apocalypse Tokyo (in an extremely abstract occult syle) inherited only by human souls and demons.
-Graphics as well - realism with slight anime-features (and for the original Shadow Hearts: pre-rendered bakgrounds) versus Kazuma Kaneko style stoic art in a clair-obscure environment that utilizes cell shaded style shadows.
-Music - Yoshitaka Hirota versus Shoji Meguro, modern Japanese percussion with mad violin skills or some neo-hardrock meets jazz stuff?
-Story - A clear, fantastic, literally interpretabel adventure versus a spiritual quest which is built up by a string of philosophical tendencies.
-Gameplay - Well, judgement ring, party member system, turn-based versus press turn system, the influence of elements, SP-points, recruiting, limitation of move knowledge, skill set differences, evolution, fusion, sacrifice, the graveyard/malice system from the original Shadow Hearts... Magic seems to be the only thing that even (remotely) seems the same. Even so, there's a difference in limitation if learning new abilities, as also the strictness of levels at which new moves are learned. And even though the 'Magatama versus Fusions' is een clever touch, I stiil think there's two much difference. The protagonists learn their moves differently from the rest of the group, but there the equallity stops. Magatama teach you new moves as you level up, no more space and you have to removes skills. But the skills you have ar always usable. Fusions simply come in three stages of each element (not counting Amon, Seraphic,...), in which each times some moves are upgraded/added (Shadow Hearts/Shadow Hearts: Covenant). Either way, you must always fuse (and watse SP) before being able to use a set of skills. And they can never be lost.
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And, come on, they just PLAY differently. No honest man man could advise one over the other to every random person.
By the way, glad to see another person who played both the Shadow Hearts games and the Shin Megami Tensei series.
(Incidentilly, my first RPG was Legend of Legaia. Breath of Fire 5 had major cojones for the refreshing changes, but somehow... I don't think it'll end up in my personal list of fav RPG's.)