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Highly stylized letdown

Once every so often, there comes a pretty little game from a first-time developer/team that experiences huge popularity due to its mass appeal and polished presentation. The very pink Dreaming Mary was this, the duo of accha/Trass' breakout game, a sidescroller kitted out with unique artistic visuals and an intriguing premise. Where that game consisted of a series of story-based puzzles in the context of a tense symbolically loaded parable, Painted Heart shifts direction with a series of traditional underwhelming RPG battles based in an ethereal painterly world (the player literally explores a painting). Time and time again, the game largely falls short of its ambition to include a sophisticated and strategic battle system. In the attempt to create a sense of logical decision-making in battle, the team's attempts fall short of spell-binding, reducing the importance of emergent gameplay to a complex rock-paper-scissors formula that demands the player to refer to it like a manual of instructions rather than a mere guide. What is aimed to be a newly original take on the flow of battle somehow makes options seem more cumbersome and limited than ever before.

Audiovisually, Painted Heart is a treat. Aside from some visual glitches in the contest-submitted version (which were fixed in later builds), the world is a lush one, surpassing Dreaming Mary in terms of quality of art and presentational polish. Trass' magnificent score lifts the game in important story moments, with the same lushness with which accha paints the world. Unfortunately, though the world is rich with colour and Miyazaki-like wonder, traversing the world feels railroad-y, with many scenes feeling like you were pasted on a 2d flat screen rather than inside a living, breathing world. This is where the sidescrolling format falls flat on its face, with a severe lack of player freedom that is so crucial to what makes JRPGs playable in the first place. The lack of freedom of movement worked in Dreaming Mary because the story was spellbinding to begin with, and the feeling of being trapped in a dream world is complementary to the game's atmosphere. But in Painted Heart, too many paths are blocked off, there is too little to explore, and as such exploration (which composes the bulk of the game) leaves much to be desired. Moments where paintings are brought to life from monochromatic sketches are highlights in a rather dull walking simulation.

Characters are both flat and uninteresting, providing not much to the very little story that is somehow there. The faceless protagonist Cor wanders his way through the world, restoring a painting to lift a curse, with an angel and a demon to guide him. Though Zophie the angel and Agiel the demon have some of the most lines in the game, neither of them happen to say much in the process. The only reason for their characters seems to be to provide what limited exposition that there can be, and to serve as badass battlers to make 3-hero gameplay more interesting.

It is a shame that Painted Heart has so many drawbacks, because its positives are actually quite strong. The art and music is highest tier in the RPG Maker scene, the dialogue is fairly competent, the presentation values are honed to a T, to the point of being very nearly commercial level. However, for all of the pizzazz and flowery ornaments that the game has going for it, never do they cohere into something that equals more than the sum of its parts. This isn't a death sentence for the development team - if anything, they're just getting started - but perhaps with a little more time, and a little more love, Painted Heart could have got the treatment it deserved.

Posts

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Aah, the restricted sidescrolling movement is a great point >_< I needed to go a lot further to make it really work.

Thanks for the review, Cash! It's really helpful! =D
CashmereCat
Self-proclaimed Puzzle Snob
11638
I'm not even sure how you'd go about making a sidescroller of 1 hour length less restricted and less railroaded than this was... it's just the nature of the game, and the format doesn't benefit it, even though it's really pretty. It takes a lot to make a sidescrolling RPG work, especially if it's not action-based. I don't like to say this often, but it might just be the limits of the engine that hold the game back from being outstanding.

I'm not sure how you would improve the formula, but it didn't seem to work for the game for some reason. One of the reasons why the traditional JRPG perspective inherently works is because there is freedom for 4-directional movement, which leads to lots of exploration possibilities. Sometimes it's hard to replicate that with a platforming perspective... at least in my opinion.
I don't usually like doing this but I really would like to point out that blaming the engine isn't really... <:3c

author=CashmereCat
I don't like to say this often, but it might just be the limits of the engine that hold the game back from being outstanding.


It's definitely not.
Yeah... I'm afraid that it's not the engine that's the issue. I've done sidescrolling in RM and it works fine if you do it right. It's more a time issue, most likely. Having crunch time some things need to be pushed back in lieu of other things that need more work. If they'd had more time during the main development time period they could have found a better way to do it and thus, there wouldn't have been the issue.
shayoko
We do not condone harassing other members by PM.
515
i 100% disagree.
sorry couldn't help but laugh there have been no actual problems
with the game thus far.
don't let a critic throw you off of trying this.
i have not finished yet but as i don't do .5 id give this
★★★★/5


You don't NEED a deep and complicated plot for it to be a good game

-Characters
we are given all we NEED to know about the situation and characters to progress the story.
not knowing everything about the said character does not make this a bad game
also

the 2 guardians were pretty much just born and were never given personally by the mc they get what they have from something else that's mentioned


-Plot

a town/citys main income is in jeopardy,it needs to be restored or the town will be in financial trouble.
The only painter who can restore the paining is Cor all the others died in last war.

-visuals
just look at the screen shots under images,its sexy beautiful and makes you say uuu ahh

-music
didn't notice

Gameplay
not what so ever a rock paper scissors game,as not only are there more then 3 choices
you are shown what the enemy's is thus use the correct options to attack/counter.

'Overall if i were to have any complaint atm(again have not finished this)
it would be w8ting for the title screens animation b4 you can pick from the options
this looks beautiful the way its done
but when you just want to get into game fast its a minor annoyance.
i have highly enjoyed this title,and thank the maker and other involved people for making it a reality.
CashmereCat
Self-proclaimed Puzzle Snob
11638
author=Archeia_Nessiah
I don't usually like doing this but I really would like to point out that blaming the engine isn't really... <:3c

author=CashmereCat
I don't like to say this often, but it might just be the limits of the engine that hold the game back from being outstanding.


It's definitely not.


Wow, that is amazing. I have seen some meritable sidescrollers before, such as last year's Touhou - Wandering Souls, which managed to shoehorn action-RPG elements in there too. It was featured as well, so it must have been a great game. Perhaps what I meant to say was that for an hour-long game made within a month, the scope for this game is much smaller, and it takes a lot to make something like a side-scrolling RPG work as intended. Even when people tend to create sidescroller games based within the RPG Maker engine, it sometimes feels clunkier than if you used an engine with more flexibility and was actually programmed for that. But that's just personal preference. I don't think RPG Maker is a boundless engine, just as Ruby isn't a boundless programming language. It has flaws, mostly those that I can't point out because I don't have enough technical knowledge. But I know that it isn't totally suited for platformers.

author=shayoko
i 100% disagree.
sorry couldn't help but laugh there have been no actual problems
with the game thus far.
don't let a critic throw you off of trying this.
i have not finished yet but as i don't do .5 id give this
★★★★/5


Well, firstly, I'm not trying to throw anyone off from trying this, I'm just giving my honest feeling. But it's good that you have an opinion.

author=shayoko
You don't NEED a deep and complicated plot for it to be a good game


You're right, you don't need a deep and complicated plot in order for a game to be great, in fact I think it could have benefitted from a simpler, more direct way of telling the story.

author=shayoko
-visuals
just look at the screen shots under images,its sexy beautiful and makes you say uuu ahh

-music
didn't notice


You're right, the visuals are amazing, and so is the music, although you didn't notice. I was floored by the audiovisual presentation in this game. It was just the clunkiness of the story and gameplay that didn't stand up.
shayoko
We do not condone harassing other members by PM.
515
it was good imo
now Boutalles
had one of the worst battle systems ive ever seen topped only by the luck system
found in the VN game based of the anime black cat
CashmereCat
Self-proclaimed Puzzle Snob
11638
Boutalles was a bit overstuffed, I agree. But the characters were likable enough.
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