Magna Carta: Tears of Blood
Not the RPG it could have been.
But perhaps the most unnerving thing of all is that despite the complexities I've already talked about, you're severely penalized for messing up even once. In other words, if you miss one button during an attack sequence, you'll lose that entire turn, some chi to go along with it, and the enemy gets an initiative bonus -- making it bad for you all the way around. I do like the fact that perfectly timing a sequence in order allows you to learn new moves for additional strikes, though -- it's definitely an incentive to get "Great" ratings every time (especially if the teachers known as Dojo Masters aren't around). But as is the recurring theme with Magna Carta, even this gets overly convoluted as you're forced to use Standard, Combo, and Counter versions of each style. Naturally, all of them employ different advantages and disadvantages, but all are accessed via a clunky interface, and most don't feel very needed.As you can imagine, getting through all of these situations can be pretty time consuming... especially since you'll probably be moving at a snail's pace while walking around the overworld. You'll do that because Magna Carta employs a "Dash and Detect" system of movement. You can either "Dash" around a dungeon, not see the enemies in front of you, and be surprised for a combat penalty -- or "Detect" everything around you with your sword drawn. Not only will your vision be clearer making you less likely to be surprised, but you'll also get to move at speeds not seen since role-playing's 16-bit days before the sprint button was invented. Oh, and I also can't forget to mention the camera. It's static and can't be moved while traveling or participating in battle, so expect plenty of weird and hard-to-see angles rather often.

It's not all doom and gloom for Tears of Blood, though, as there are a few little mentionables that help it out a bit. A clever little relationship mini-game, for instance, allows players to grow closer to their teammates for more effective results in battle (re: better friendships mean better initiative). Players can also earn additional goodies (or punishments) by getting their fortunes told and the ability to upgrade your equipment through special quests. It's not much, sure, but it's something.
Sad as it may sound, Magna Carta: Tears of Blood is ultimately more work than it is play. Almost everything about the game is far too complex for it to be a quick pick me up and its slow and deliberate pace can be punishing in the early going (even the load times are long). If you have the patience to stick with it and learn the battle system, however, there is a really good story to be told here and the visuals aren't too bad on the eyes. It's just unfortunate that this project turned out the way it did... it had some real potential.
You must be logged in to post a comment.
blog comments powered by Disqus