Vandal Hearts II [1999] ANALYSIS

5 thoughts on “Vandal Hearts II [1999] ANALYSIS”

  1. Old article. Personally I found myself enamored with the story, but I’m a fan of long-winded tales of intrigue and mysteries; I believe that it is an objectively superior game when compared to the first entry in the series, having far more options and playing time. I won’t try to persuade or dissuade anybody from playing, but it’s probably worth seeing if you like the game.

    Like

    1. Thanks for weighing in. Never be concerned about old posts here. We enjoy discussing SRPGs both old and new any time. That’s one of the reasons we’re constructing this online record game by game.

      Story enjoyment can be a very subjective thing, so we’ll gladly give you leeway in that department. It’s interesting that we enjoyed the story of Kartia so much more than that of Vandal Hearts II. Both are similar upon surface consideration; Kartia’s story is also deliberately delivered, lengthy, and of a generally sober tone. Perhaps it lies in the execution.

      It’s quite true that Vandal Hearts II will yield more play time. That’s a plus over the original Vandal Hearts, but we think it’s due to the complex simultaneous combat system more than extra story content. Maybe you can elaborate on your point about options.

      We definitely agree with you that Vandal Hearts II is worth checking out. SRPG fans will discover a challenging and unique combat system. You have us thinking about this analysis. It needs a formatting update, so perhaps we will reconsider some our points as well. So weigh in some more if you would like. We enjoy informed opinion and knowledgeable chat.

      Lessons of Life

      Like

  2. I thought the second Vandal Hearts game was sadly lacking in charm compared to its predecessor.
    The character models are ugly as sin, and stand in stark contrast to the beautiful game-art by Shinobu Tanno. The plot was ponderous and overlong with stereotyped characters and a plot ripped from FF Tactics. The new “dual turn” battle system was almost comical, with characters often left swatting thin air because their target had moved position. I applaud them for trying something different but as the old adage goes.”if it ain’t broke…” There was also a distinct lack of “gimmick” missions to mix things up. Instead, the game is just an endless slogfest.

    Like

    1. Hey Harry, thanks for jumping in. We certainly agree with you in regards to charm. VH II did not eclipse VH I. And we also noted above, in agreement with you, that the art direction was a drawback. It seems as if the art team was completely different. And yes, the plot was lacking, and as we noted, boring. That is not a good thing for a game genre that often relies on plot to propel the player through the gauntlet of battles.

      We agree to some extent that if a game isn’t broke, don’t fix it. However sequels have wrestled with this for as long as there have been sequels. A balance must be struck. More of the same, with some differences. But not too much of either. VH II’s radical combat system change should have been the cornerstone of a new SRPG. That would give it a chance to stand out on its own and be considered “cool” rather than something that does not all represent VH I. But the system itself was interesting and bold. As we noted above, it engendered a deep strategic calculation that more conventional systems do not.

      As for gimmick missions, we thought VH II at least stood out with some very unusual set-ups. The giant bosses were different than most SRPGs. The uphill battles were challenging, different, and fun. And while we give them props for incredibly diverse environments, as mentioned, they did not capitalize on them as they could have.

      We think if VH II had instead been released as its own stand-alone game, “Fred’s Heroic Battles,” or the like, we would be more forgiving of its flaws.

      Like

Leave a comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.