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it's
a big bra busting RPG adventure! Magna Carta: Buxom
Babes Of Blood maybe more accurate... by
Maja Kote
January
23, 2006 - Magna
Carta: Tears of Blood offers some new twists on an
old formula. Combining all of the best, or classic,
RPG elements into one title, Tears of Blood manages
to project its own identity instead of appearing like
a RPG Frankenstein. But it's not totally original
and gets tripped up trying to disguise that fact with
an overly complex battle system as well as some superfluous
elements that pad the gameplay and dilute the story.
RPGs
are becoming like designer fashions and perfumes where
the slightest variation seems to give rise to promotional
campaigns that tout the product as nothing less than
the second-coming. Some RPGs have a turn-based battle
system while others favor real-time combat. One comes
along and combines them both and when it becomes successful,
it encourages other developers to include it in their
game. Then to appear unique, they have to change something
else in turn. And that seems to be the problem, the
developers are just changing things for the sake of
change.

Efferia
is a beautiful land that is in turmoil. It's been
embroiled in a war between humans and the evil Queen
Amila who leads the equally aggressive race known
as the Yason. Towns and cities have been destroyed
and many humans have been killed. The survivors have
had many parents, relatives and friends slain at the
hands of the Yason and have formed the Tears of Blood,
an organization determined to exact revenge and put
an end to the war. Calintz is the leader of the Tears
of Blood and he's the star of this show. He's a dude
that looks like a lady.
The
characters do tend to look a little effeminate. Even
the supposed hard-bodied males tend to look well-rounded
and curved. There are a lot of soft pastel colors
intertwined with swatches of flowing material accessorizing
said bodies. At least the girls look like girls with
not one under a D cup.
Your
party will consist of different characters that can
exploit the use of different types of Chi energies.
There are eight different kinds of Chi that occur
in different environments. As you use it the Chi will
deplete but then you can use a different character
to exploit a different type of Chi while that character
exhibits different characteristics in battle. The
other Chi will eventually replenish itself. This forces
you to mix up the characters and the combat style.
Like it or not you can't just favor one character
throughout the game. It's a group effort.

To
maintain a deeper sense of connectivity to the party,
there is a trust and mistrust feature that is incorporated
into the conversations and your actions. Depending
on your response or actions towards other members
of your party, they will either grow closer to you
or further away. If you are friendly, generous and
honest, you will gain trust from your party members.
You can even give them a gift from your inventory
as a friendly gesture. Having good relations with
your party will increase your effectiveness in decisions
and battles. On the other hand, if you're a bit of
an ass, you're going to have a more difficult time
leading your party as they will be suspicious of your
intentions.
Battle
are turn-based but utilize a timed, button code system
to make the combat system feel more like an action
hybrid. This "mixing in" of the action gives
you something to do during battles but it's not one
of my favorite features. When you come within striking
distance of an enemy, a three-button code will appear.
If you manage to get the timing of the face buttons
down quickly enough you will open a window to unleash
powerful magic and Chi skill attacks. Standard,
Combo and Counter are the three main combat styles.
In order to get a great rating and earn the most experience
points you are once again forced to use all three
styles in battle. The Combo is where most of the button
mashing takes place and counters help to turn the
tables on your enemy's attack and send it back to
them.
Successful
attacks will fill up your Trinity Drive attack meter
that doubles your destruction capabilities. But miss
the button combo code and you'll be in for a lot of
punishment. Not only will you miss your turn but the
enemy will gain an initiative bonus. All of this makes
for a lot of arbitrary and needless rules that only
make things more complicated than need be. And I don't
like the "dial-an-attack" button combo system.
It makes it seem like you're making a call to the
police to help you or playing a Simon-Says mini-game.

You
can only control one character at a time but you can
switch to different ones. The AI doesn't baby-sit
them for you. You have to wait until your turn is
over and that can take a while if there is more than
one enemy.
There
are two ways to get around in this world. One is slow
and other is fast. Before you decide to take life
in the fast lane there are drawbacks you should note.
If you choose fast, you will be unable to spot enemies
until it's too late and you run right into them. Conversely
if you chose to go slow, you will move about with
sword drawn prepared to sneak up on any enemy. The
downside to this is that the gameplay is seriously
slowed down. It's a good option if you're not leveled-up
enough and you can't risk taking hits in a fight but
it's not the way to go through the entire game.
Tears
of Blood suffers from atrocious voiceacting. This
is some of the worst I've ever encountered. Maybe
because there is so much of it. It drives me nuts.
The storyline is very generic but the developers have
thrown in so many twists and turns that it comes across
as a sloppy mess that's hard to keep track of. They
throw so many names and places and rules at you in
the first half-hour that it's like cramming for a
history test. There is an awful lot of dialog and
it all hurts to listen to.

It's
weird that a game that sounds so bad could be so easy
on the eyes. The characters are bland anime art but
the backgrounds and environments are lush and nicely
detailed. Although the locations are traditional RPG
fare such as magical kingdoms, floating cities and
enchanted forests, they do take on a unique look and
feel. It's not difficult to imagine that these areas
were, or are, inhabited. The dungeons are filled with
goodies. It's like Christmas morning at the Gates'
household. The monster models are highly imaginative
and animate well, as does the rest of the characters.
It
can take a long time to get used to the combat system.
It's complicated to be sure but if you find that you
don't like it, you're still faced with another 40-hours
of gameplay. Proceed with caution.
Features:
- Humans
and native Efferians uneasily co-exist in the land
of Efferia
- 50+
hour fantasy that unfolds through amazing CGI cut-scenes
and fully voiced dialogue
- Unleash
the spellbinding secrets of the Carta System; real-time
battle system lets you position yourself anywhere
in the fighting
- Character
designs by Hyung Tae Kim
By
Maja Kote
CCC
Freelance Writer
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