Vagrant Hearts PC

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  1. Dec 31, 2012
    6
    If you have a few hours to spare then this would be a pleasant enough way to spend them. If you want something a bit more enthralling than that, this game will struggle to qualify. You play a lot of the game as 2 split parties, which is something I normally enjoy, but the transitions from one to another were clumsy in places, which detracted. Mapping wasn't very exciting and lots ofIf you have a few hours to spare then this would be a pleasant enough way to spend them. If you want something a bit more enthralling than that, this game will struggle to qualify. You play a lot of the game as 2 split parties, which is something I normally enjoy, but the transitions from one to another were clumsy in places, which detracted. Mapping wasn't very exciting and lots of passability issues. It was quite tricky in places moving around when the tiles were set to the wrong passable/impassable setting. Expand
  2. Jul 28, 2015
    5
    Vagrant Hearts may be modeled after SNES JRPGs, but what it lacks is the sort of polish you would find in the great and good titles of the genre and era. I do have some positive words to offer, but that'll be toward the end of the review, as what stands out most about this game are the development issues that hold it back.

    Let's start out with the errors and glitches: Vagrant Hearts
    Vagrant Hearts may be modeled after SNES JRPGs, but what it lacks is the sort of polish you would find in the great and good titles of the genre and era. I do have some positive words to offer, but that'll be toward the end of the review, as what stands out most about this game are the development issues that hold it back.

    Let's start out with the errors and glitches: Vagrant Hearts features many typos (including of key character names), solid walls that you can somehow walk through (in the RPGMaker editor, tiles are layered to allow or disallow passability, so those tiles aren't the on the right layer, it seems), character sprites that glitch, and character sprites with white blocks around them that should have been removed when they were imported into the project folder. There is also the occasional runtime error that shuts down your game, but that happens with a lot of RPGMaker games that use a lot of custom scripts (searching about this on Google should present you with a way to keep these errors to a minimum, thankfully.)

    Now, let's move on to the flaws in game design. There is a tower that you have to walk up, by my count, 38 flights of stairs to get to the top of... which means that you need to walk those 38 flights to get back down, too. There are a lot of forests and typical caves more than any other type of terrain, and while some have fancy and colorful words like 'Rainbow' or 'Crimson' in their names, you'll find what you've entered is just another forest (there is a general lack of diversity in the tiles used in this game, as well.) You'll also find that there's quite a bit of repetition in the maps, with only minor changes from one screen to the next, that the town music that is used in the first village and is frequently reused throughout the game doesn't loop back on itself quite well, and that the difficulty of the boss fights rather quickly escalates from cakewalk to lengthy brutality unless you paralyze (or perhaps use a sleep spell on) every later boss in the game.

    With all that said, Vagrant Hearts is not an awful game: it is just a mediocre experience from an engine that offers a lot of mediocre experiences, even if it holds the potential for much more to be had (see Skyborn for an example of an RPGMaker game well-thought enough that a $10-$15 price sticker can be justified.)
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No score yet - based on 1 Critic

Critic score distribution:
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  3. Negative: 0 out of 1
  1. May 16, 2011
    80
    Vagrant Hearts is like the average person's first home. It's a fixer-upper with a bunch of imperfections, but it still manages to work its magic on you.