Shadow Hearts: From the New World box art

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Shadow Hearts: From the New World

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Shadow Hearts: From the New World

Jul 28, 2005

Main game

3.39 average rating based on 106 ratings

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Shadow Hearts: From the New World is the third official game in the Shadow Hearts series. The game series departs from Europe and centers on the "New World", the Americas. It is not directly related to the previous games in the series but it occurs in the same universe. The main characters' quest is to investigate mysterious "windows" from which vicious monsters pop out. Gameplay follows that of its predecessors, using the Judgment Ring to decide most battle outcomes, as well as many other actions throughout the game. A new "Stock" system was made for this game which expands the … More
Shadow Hearts: From the New World is the third official game in the Shadow Hearts series. The game series departs from Europe and centers on the "New World", the Americas. It is not directly related to the previous games in the series but it occurs in the same universe. The main characters' quest is to investigate mysterious "windows" from which vicious monsters pop out. Gameplay follows that of its predecessors, using the Judgment Ring to decide most battle outcomes, as well as many other actions throughout the game. A new "Stock" system was made for this game which expands the combination attack system between party members from Shadow Hearts - Covenant and enables double attacks. The "Stock" system works by filling up a character's stock gauge when he/she performs or receives an attack. A maximum of two stock gauge may be stored. Stock can then be utilized in many ways. For example, doing a Double attack (a character performs two action on the same turn) or starting a Combo consumes one Stock. A Double Combo on the other hand consumes two Stock. The Judgment Ring system essentially remains the same from Shadow Hearts: Covenant, with ring customization and added ring effect items being still available. Magic returns in the form of Stellar Charts, where characters equip Stellars onto the chart. The charts are based on the constellations of the twelve zodiac signs. Finding and fitting all the Stellars onto the charts rewards the player with the Melt Crest Stellar, the strongest non-elemental magic in the game. Fusion is also back in the game, albeit quite differently. Unlike Yuri, Shania does not possess the power of the Harmonixer where she is able to fuse into different demons. She makes spirit pacts with the different Guardian Spirits and draws on their power to transform. Shania is only able to fuse into four forms but through acquiring fetishes; statues of different animals, she is able to learn different techniques by powering them up. Snapping photos is more emphasized in this game. Not only can Johnny obtain enemy data through his photographing enemies, he can also trade the snap cards obtained for prizes. Johnny can also draw upon the power of Malice to transform; though this ability comes rather late in the game. Less
Release Dates
Jul 28, 2005 (Japan)
PlayStation 2
Mar 07, 2006 (North_America)
PlayStation 2
Mar 25, 2007 (Europe)
PlayStation 2
Jun 07, 2007 (Australia)
PlayStation 2
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User Stats
358
In Collection
116
Wish Listed
3
Playing
168
Backlogged
How Long Is Shadow Hearts: From the New World?
No playthrough data yet
shinespark
shinespark updated their status Feb 18, 2026 (edited)
shinespark updated their status Feb 18, 2026 (edited)

Today it's teaming up with vampires and warlocks in Area 51, plus some classic JRPG sidequesting.

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Every party member has their own multi-stage sidequest, and they're all rad so far. The priestess heroine collects statues that let her transform into different spirits in battle, all with different abilities, outfits, and animations. The detective hero has a Moriarty-esque nemesis that sends him devious puzzle boxes in the mail. The cat has her aforementioned Kung-Fu movie shoots, Natan goes cryptid hunting, and Frank the United States Ninja has a truly bizarre penchant for uprooting cacti and bus station signs from the ground and snapping them into his empty katana hilts like Lego pieces.

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Every one of these quests has tons of silly cutscenes, offers excellent rewards for combat, and is pristinely paced to let you dip in and out of them before they ever have a chance to go stale. After trudging through the endless checklist nightmare of FF7 Rebirth last year, it's incredibly refreshing to play something this brisk.

shinespark
shinespark updated their status Feb 17, 2026
shinespark updated their status Feb 17, 2026

Yesterday, I helped break Al Capone out of Alcatraz amidst a mounting demon invasion. And today I'm working with cat George Lucas to help my giant talking cat party member finance her drunken-master Kung Fu movie. There's a lot of goofy fun here, when the game manages to get out of its own way with all the misogyny and racism.

And again I gotta stress that this battle system seems like a JRPG all-timer so far, planning out bonkers combo moves that span your whole party is immensely satisfying.

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shinespark
shinespark updated their status Feb 17, 2026
shinespark updated their status Feb 17, 2026

Literally the first thing we see in this game is our magical girl protagonist doing the Ghost in the Shell jump off the Chrysler building, and then doing a classic spinny Sailor Moon transformation mid-fall. It makes a dramatic first impression, for good and for ill, and the rest of my time with FTNW has followed suit.

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For every striking upside so far, there's been a matching stumble to give me pause. FTNW looks and sounds fantastic for a PS2 game, with beautiful fixed camera sets and a jazz-inflected score that feels perfect for the 1920s USA setting. Its story nails a lighthearted adventure vibe that's increasingly rare to see in RPGs. And the combat system is a novel mix of Clair Obscur's timed hits and Octopath Traveller's multi-turn attacks that predates both games and frankly eats their lunch, immediately presenting more depth and variety than they could dream of.

But the problems run just as deep. The point-of-view character is an empty, know-nothing void of charisma. The protagonist is constantly and catastrophically objectified. And the core narrative conceit, of transposing Final Fantasy 10's religious pilgrimage through Spira onto a road trip across the early 20th-century Americas, feels fundamentally flawed. …

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Literally the first thing we see in this game is our magical girl protagonist doing the Ghost in the Shell jump off the Chrysler building, and then doing a classic spinny Sailor Moon transformation mid-fall. It makes a dramatic first impression, for good and for ill, and the rest of my time with FTNW has followed suit.

enter image description here

For every striking upside so far, there's been a matching stumble to give me pause. FTNW looks and sounds fantastic for a PS2 game, with beautiful fixed camera sets and a jazz-inflected score that feels perfect for the 1920s USA setting. Its story nails a lighthearted adventure vibe that's increasingly rare to see in RPGs. And the combat system is a novel mix of Clair Obscur's timed hits and Octopath Traveller's multi-turn attacks that predates both games and frankly eats their lunch, immediately presenting more depth and variety than they could dream of.

But the problems run just as deep. The point-of-view character is an empty, know-nothing void of charisma. The protagonist is constantly and catastrophically objectified. And the core narrative conceit, of transposing Final Fantasy 10's religious pilgrimage through Spira onto a road trip across the early 20th-century Americas, feels fundamentally flawed. Simply subbing out FF10's fantastical Yu Yevon priestess with a real-world Native American medicine woman, and replacing FF10's fantastical culture with real-world Native American communities, comes across as immensely reductive of the lives and histories of millions of actual people.

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In FTNW, both the heroine's body and her entire society are othered and exoticized, packaged up neatly as theme park entertainments that exist solely to be consumed by the white male hero and the presumed white/Japanese audience. And that maybe feels irrevocably fucked up.

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fireflys_locket
fireflys_locket updated their status Sep 10, 2017
fireflys_locket updated their status Sep 10, 2017

Restarted this recently. I still wish it had stronger ties to the story of first two games, but hopefully, I'll see the game through to the end this time.