Covenant was developed by
Sacnoth, the same studio that had handled both
Shadow Hearts and series predecessor
Koudelka. During the game's development, Sacnoth was rebranded as Nautilus, with
Covenant being the company's first title released under the new branding. Matsuzo Machida returned as director and writer, and Miyako Kato as character designer. The art director was Takamusa Ohsawa. Production of the game began in the autumn of 2002. For the sequel of
Shadow Hearts the staff wanted to maintain the serious atmosphere from the prequel, while still containing punchlines as
comic relief. This was due to feedback from players who felt the storyline and overall tone of
Shadow Hearts was too dark and disturbing. The theme of the game is "happiness", alluding to how people may find happiness in many different ways, reflected mainly in Yuri's story. Due to Yuri's popularity, the character returned for the sequel. The staff initially had the idea of bringing him back alongside Alice as a happily married couple, but ultimately believed that this did not fit the serious tone of the game. As a result, the plot begins with Alice dead, resulting in a negative response from the fans. Machida, impressed with the fans' backlash regarding Yuri not being Karin's lover due to their preference for the relationship between Yuri and Alice, answered that they should play the game. The final plot twist of Karin being Yuri's mother was not decided until Machida was writing the ending. While the more conventional route would be to have Yuri partner with Karin, he felt that went against the "pure love theme" around Yuri and Alice. He also reasoned that Yuri would not have the impetus to change the past if he accepted Karin's love. Ohsawa reported that Machida gave his team the "impossible" task of making the 3D character models exactly match their 2D concept illustrations. As with the first game, monster designs drew inspiration from
H. P. Lovecraft's
Cthulhu Mythos. Incorporating real-time events into the game proved difficult for the staff, although they enjoyed the challenge it provided. Excluding Blanca, who was used for comic relief, real actors were used for all the cast's
motion capture. Machida created the storyboards at the beginning of production; initially planning two and a half hours of cutscenes, it eventually extended to over four hours. The game's CGI cutscenes were produced by Avant. A focus for the developers was adjusting the camera angles during real-time scenes. The combat system of
Shadow Hearts was revamped for
Covenant, in response to criticism of the first game's mechanics. The Judgment Ring was redesigned, resulting in the addition of multiple ring types and an "auto" mode. The combo system was implemented to make the game feel more rewarding for advanced players. Designer Takehiro Ishida said the reworked battle system would provide a greater sense of speed and action for players, describing its production as a challenge. Machida estimated the gameplay content as being around 40 hours, twice that of the first game. Adjustments and tuning of the mechanics went on until the end of development.
Music The music of
Covenant was composed by
Yoshitaka Hirota, with additional contributions by
Yasunori Mitsuda,
Kenji Ito and Tomoko Kobayashi; Kobayashi's contributions were limited to story-related pieces. The three composers were asked to examine and deconstruct the sound of the original
Shadow Hearts. Due to the shift in tone, Hirota made the soundtrack more dynamic and emotional without surrendering the signature
Shadow Hearts sound. The final soundtrack included over sixty pieces. The previous game's main theme "Icaro" returned in arranged forms. The ending theme "Getsurenka" was written by Hirota and performed by
Mio Isayama, with lyrics by Kumiko Hasegawa. A 2CD soundtrack album,
Shadow Hearts II Original Soundtrack, was published by Team Entertainment on March 24, 2004.
Release The existence of a sequel to
Shadow Hearts was first revealed in early June 2003 by the Japanese video game website
Quiter. It was officially announced under its official Japanese title
Shadow Hearts II two weeks later. The game was released on February 19, 2004 by
Aruze. It came as both a standard edition and a limited edition featuring a CD with cast interviews and artwork, and themed merchandise. A budget release "
Director's Cut" was released on March 10, 2005. It included new and expanded dungeons, new story sequences, new sections where players controlled a group of the main antagonists, and a new CGI
cutscene replacing the real-time cutscene of Yuri and Alice's meeting. Four guidebooks were released between February and June 2004. An authorized comic anthology was published by
Studio DNA in June 2004. Other merchandise included sheet music and a perfume-themed after the main protagonist. In 2008, Aruze used
Covenant as the theme for one of its
slot machines. A Western release in North America and Europe from
Midway Games was announced in April 2004 as
Shadow Hearts: Covenant. The game was translated into English by ZPang America, and dubbed at the studio of Intersound Post Production. The English script was written by returning translator
Jeremy Blaustein, returning from
Shadow Hearts. Looking back on his work, Blaustein picked out
Covenant as one of his favorite projects and the one he would wish to be remembered for. He was given "a relatively free hand" when translating, and arranged for voice recording to happen at a good studio in
Los Angeles. As a voice director, Blaustine brought on
Richard Epcar, who was noted for his work in both anime and gaming. In addition to directing voice acting, he took some roles in
Covenant. The game was released in North America on September 27, 2004. It released in Europe the following year on March 11. ==Reception==