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Magna Carta: Tears of Blood (PlayStation 2, 2005) 
Magna Carta: Tears of Blood  (PlayStation 2, 2005)

 
Magna Carta: Tears of Blood  (PlayStation 2, 2005)

Platform: PlayStation 2
Publisher: Atlus
Release Date: Nov 2005
Rating: Teen
Genre: Turn-Based
UPC: 730865530168
Product ID: EPID47663093
Description: An RPG that combines Western-styled history and graphic design with Japanese-styled RPG gameplay, from Korean developer Softmax (one of the first games for the launch of PS2 in Korea.) The sarcastic hero Calintz Jerevinan sets out for ad...
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PLAYSTATION 2 MAGNA CARTA;TEARS OF BLOOD DELUX BOX SET
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Description
An RPG that combines Western-styled history and graphic design with Japanese-styled RPG gameplay, from Korean developer Softmax (one of the first games for the launch of PS2 in Korea.) The sarcastic hero Calintz Jerevinan sets out for adventure after returning home ho his home land of Shudelmir and finds the place overrun with disaster. Along the way, he will meet the mysterious girl Adora, the frosty Princess Juclesia, and other characters in a gigantic game world powered by the ASURA engine. The game uses a style Active Battle system, with Time Points for movement and attach manuever planning, and each character can use one of seven kinds of Carta for tremendous special techniques.

Special Features
Characters can master different abilities by changing their Chi affiliation.

Warnings
Fantasy Violence, Language, Suggestive Themes

Details
Players:1
Controller:Gamepad, Joystick
Memory Card:y (0)

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    Top Reviews
      Magna Carta: Boobies Ahoy! Many women, so little time
    Review created: 04/19/06
    by:
    10 of 12 people found this review helpful.

    Magna Carta: Tears of Blood id a fairly decent game for people wanting a good role play experience. You will spend nearly 40 + hours playing it, but there is not much there for replay value. The story plays a very big part in the game. Each step you take in the game makes you want to know what happen next. This game will hold you over to Final Fantasy XII.
    Magna Carta: Tears of Blood takes place in the world of Efferia. Two races, the humans and the Yason, are locked in an epic struggle for control of the of their world. The humans and the Yason are physically the some in appearance. The Yason are more in tune with nature and the environment, while they have funky-looking ears like doctor Spock, but basically there is not much of a difference between the two races. You control a hotheaded transvestite named Calintz who is fiery in spirit. Calintzis the captain of a group of mercenaries known as the Tears of Blood. The game begins as the humans launch a massive attack on the Yason in an attempt to end the war once and for all. However, The Tears of Blood join the effort, and the attack is foiled by the mysterious Queen Amilia of the Yason. As the Tears of Blood retreat, Calintz meets a strange amnesic girl named Reith, who has mystical healing powers beyond anything anyone has seen.
    The two strike up an awkward and unrequited romance (vision of girl on girl action dancing in my head) that carries the story through the adventure of trying to figure out who Reith is, where her powers came from, and how she can help bring peace to the world of Efferia. The story is full of mysticism and unexplained coincidences, but there are also plenty of political undertones as well. The cast of characters is bizarre, but interesting and well developed. It starts out a bit slow, but there's plenty of story here to hold your interest throughout the game. Magna Carta: Tears of Blood main weakness is the voice acting. A lot of the voice acting is weak and you don't feeling that these charters are alive no matter how good they may look. Also would liked it if they went more in depth about Efferia because that would have given the game more depth and feeling. On a better note the orchestral music are good to listen to and ad to the over all mood of the game. Another problem with this game is the ackward camera angle which you can't see your own characters or the enemies win your path when your running from battle to battle.
    The story is to linear for me. I can go off path and do what I want or even explore, because one of the characters in my group will away stop me and tell me we have to continue on our mission or some other bla bla bla. There are a few side quest, but that it, your're place on a path that you can't escape. I prefer the feeling on going on the epic quest and exploration in to the unknown in RPG's.
    The women are well ... really large in the chest area and beautiful.

    The story doesn't pull any punches, either, taking on heavier subjects like death and betrayal, while throwing in plenty of interesting plot twists to keep you guessing. Similar to many away like final fantasy but still has a ways to go. I'm sure the creators will continue the series and over all they are off to a good start. There are some good reason to dislike the game, however there are to many things that you cannot ignore that make it s good game. Visual pleasing Environment and over epic story line will keep you palying for hours to come.


    Review ID: 10000000000880212
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      Magna Carta: Tears of Blood
    Review created: 09/29/06
    by:
    7 of 8 people found this review helpful.

    When I first heard about Magna Carta (MC), I thought it would be a great game. The story was interesting, the characters seemed well thought-out, the graphics looked impressive, and it was producted by Atlus. What could go wrong?...
    Then I tried playing it. The battle system was by far one of the worst I've ever experienced. I believe the inherent problem was due to the fact that the game tried to incorporate too many variables. The party structure was strange, each character's battle abilities were terribly linear, and the requirements to continuously perform in a battle were extremely difficult to overcome.

    The Party:
    You started with a party of up to three characters, but could only play a single one at a time. This means either switching between the characters to position them out of harms way (for magic and ranged-attack users), or positioning them so they could absorb enemy attacks (fighters).

    The Characters:
    Attacks were based on an equipped style, which started with a single attack, comprised of some three-button combination of the "X" and "O" buttons. These three buttons were cycled around an attack wheel, and needed to be pressed at the correct time to actually perform an attack. If you missed even one of the three buttons (by mis-timing a button press or by pressing the wrong button) you lost your turn.
    By correctly timing the button presses, you were able to deal out damage in a combo-attack, which corresponded to the number of the attack in the style (e.g. the first attack dealt four hits, the second attack dealt five hits, etc).
    Until you successfully performed that attack perfectly, you were stuck using the single attack. As far as I could tell, the progression for learning new attacks was random at best. Regardless of how many attacks within a style you had mastered, however, each new battle required you to start with the first attack to be able to move on to the higher steps, if you had them.

    The Battle System:
    When performing attacks successfully, there were two effects besides the enemy taking damage. The first was that the element (of which there are eight) corresponding to the attack performed decreased. While this was usually not a problem when fighting random encounters, there were instances that I ran out of a particular element, and therefore, lost the ability to use those attacks until it regenerated (making that character became less useful).
    The second result of a successful attack was an increase to the tension gauge. This gauge was meant to allow you to deal extra damage when you reached a certain percentage level. If you were trying to accumulate tension, however, and missed an attack, the percentage reset to 0%. On the rare occasions I was able to use the tension, I never noticed a significant increase to damage.
    There were two other "modes" in combat as well. The first eliminiated your attack, and instead you had to block your enemies attacks by guessing what their attack combo was (i.e. which "buttons" they pressed to attack). If you were successful, you dealt damage to the enemy, and they did not hit you. If you failed, I believe you took increased damage from them. The third mode required you to be able to perform attacks more quickly than usual to deal any damage, which if successful, was increased over normal.

    Summary:
    Basically, with some tweaking to the battle system, this would have been a great game. As it stands, however, the negatives sadly outweighed the positives...


    Review ID: 10000000001924539
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