A couple of impressions posted at GameFAQs...
tsurara_mai:
the game is SHII: redecorated, re-populated and rewritten... the difficulty has been upped a bit, the focus has been changed, the ambiance is a total 180...
but the system, the dungeon/village size, amount/length/style of cutscenes, the puzzle frequency and quite a few of the gag setups are pretty much exactly the same as the previous game...
The connection to the previous games is being made in the gameplay itself much less than connecting storyline or characters. The returning characters never take the focus away from the new ones and everything of import is pretty much "new stuff"...
The game PLAYS like Shadow Hearts II... and seems to be making a point in establishing some scenes/joke setups/even repeated melodies (the weapon theft music) as "traditions" that will probably continue into the rest of the games...
So basically: if you like the way SHII plays: you'll like this. If you hate it: might as well give up on the series now...
And 75% of questions about the game's system/gameplay can be answered by thinking back to your own copy of SHII.
That said: I'm loving the game. The atmosphere/villains/and story seem a hell of a lot more focused this time around and they've succeeded in tying the games together without having the first 2 games infringe on SHIII's identity as a standalone game. The story is unfolding more or less as I had hoped and I think the characters are stronger personalities this time around. Relieved to find that Hilda doesn't annoy me half as much as I thought she would, I actually think fat-Hilda's pretty freakin' cute. It's a lot of fun to play and gorgeous to look at.
The bad parts ~ the individual characters are so entrenched in their own worlds/quirky personalities that they don't really interact meaningfully with each other all that much... they all have their own agendas and more than ever seem to be travelling together "for the hell of it". Their individual backstories and personalities are a heck of a lot stronger this time around and they're an interesting batch, but they haven't formed any bonds with one another (aside from Frank and Mao and the characters already travelling together) Maybe this will improve (I'm only halfway)...
I'm also dissappointed at how much of a bit part Rene's gotten ;-; Some of the fetch quests are annoyingly trigger-specific (Arkham University and not being able to pick up the obvious lantern until you've done 3 or 4 other fairly useless things... and some of the puzzles seem totally unrelated to anything or lacking in clues. Natan is too damn quiet...
and THAT was New York?! Last I checked New York city has more than a detective agency, 2 blocks and a theatre (4 screens total, not counting the sparse interiors)... WEAK Aruze... just weak!
transience:
- anybody who liked SH2 will like SH3. it's almost the exact same thing - the battle system is slightly tweaked but otherwise it's nearly an exact copy with different characters, locations and story. people who say that Final Fantasy games are all the same better not say that SH2 and 3 are different, because there's very little difference. that doesn't mean it's bad, just that it's extremely similar.
- battle system: maybe it's just me (though tsurara said the same thing), but the ring seems to move slower. it's almost like they dumbed the ring down, I have like an 85% perfect percentage, way higher than I would ever have in SH1 or 2. the strike areas also look bigger, though the entire ring is bigger so it's kind of hard to tell. the double system is a little odd at first, especially in the context of bosses. you need to use hard hit on bosses in order to lower their stock gauge or they will just brutalize one character. hard hit takes away some of your stock gauge, so there's some strategy involved here. I had a boss one-hit my Johnny when he used his double attack, so you have to be cognizant of your opponents' stock gauges.
it seems that which attack you use actually matters in this one. for example, in order for Frank's huge star attack to hit, the enemy has to be knocked up; otherwise it misses. I also missed my combo magic, which was kind of shocking. I'm sure each ability has a certain way that it has to hit, making things like double pretty important. combo is also interesting, you don't group characters but simply choose combo when your gauge is high enough.
- Frank. Frank is...... something. interesting. awesome. unique. he is basically a Joachim clone - you find his weapons the same way that Joachim does, and the same song (gathering god) plays. I'm currently fighting with a cactus that Frank stuck on the end of his huge sword. my concern about Frank is that he seems absolutely untranslatable. I can't imagine what he's going to sound like in English. I'm not one of those people who goes OH NO THEY SHOULD HAVE KEPT THE JAPANESE VOICES, but I just can not picture Frank. you have to hear his voice actor... he, like, sings. it's hard to explain. he is awesome, though.
- Stellar Charts. these things look scary as hell to me. the best comparison I can come up with are FFX-2's result plate/garment grids, only instead of jobs you have magic. you can spend money to upgrade/tweak them, and you find several throughout the game. (in the lottery, for instance.) you equip them on any character you want (sans Shania, since she fuses) and then go to equipping magic. I have utterly no idea how this works, and judging from maskrider's comments he's not completely sure either. my current philosophy: if I have a cure spell, I'm okay. I have three cure spells equipped on three stellar charts. therefore, I'm okay.