Monday, March 23, 2015

Only one of us shall escape this domain alive.

I'm really glad that I decided to finally start playing Shin Megami Tensei: Nocturne for real recently, because it's a fantastic game. My co-op partner and I have been making steady progress on it for the past couple of weeks. A large percentage of our playtime is spent deliberating on which demons we should fuse and what movesets they should have. We disagree a lot on what abilities are most useful, but that's part of what makes playing through the game collaboratively interesting. Still, these discussions do tend to add a lot of artificial time to our playthrough. We're at something like 45 hours into the game and I'm not quite sure how much more we have to go. I think it's safe to say we're a little over half the way through, but I'm sure the last couple of dungeons are going to be daunting--and the optional content will be even more time consuming if we choose to attempt it.

Nocturne features demons, spirits, and beasts that I've already seen in the Persona series but this time in a much different context. Persona is about the human characters. The demons themselves are generally secondary and serve merely as sources of power for the game's characters. In Nocturne, the demons are integral to the plot and to the theme and atmosphere of the game. Demons like Matador, Daisoujou, and Mizuchi feel impactful and memorable not just because of the mythological beings they represent, but because they exist in the game as characters, as powerful entities which the demonic protagonist must defeat. When the demi-fiend (the aforementioned protagonist) encounters Matador by surprise in a darkened hallway, as he grasps him by the legs and drags him into some hellish dimension--it is chilling. It is memorable. And the twisted music that accompanies this encounter (and future fiend counters) is positively spine-tingling.


The demi-fiend wanders a post apocalyptic world populated only by the souls of the dead, demons, and bizarre sentient manikins that move and twitch unnaturally as they speak to you. The only remaining living humans are those that were fortunate enough to be inside Shinjuku Hospital at the very beginning of the game before the Conception occurred. The demi-fiend will encounter these humans--some of whom were friends before the world changed--and will discover that each has different ideas about how the world should be reborn. And it is up to the demi-fiend to decide, ultimately, how that will happen.

Although Shin Megami Tensei: Nocturne doesn't contain some of the features I loved about the Persona series, it more than makes up for it with atmosphere, challenge, and variety. There are tons of demons to fuse and try in Nocturne, all of which can be placed into your active or reserve party. Reserve party members can contribute outside of battle with healing and utility spells like Estoma, which reduces the encounter rate--or Liftoma, which nullifies the effect of damaging floor tiles. The demi-fiend himself learns skills through Magatama, strange parasites that can be ingested. They also impart resistances (and frequently weaknesses) to various elements, as well as bonuses to certain stats. It is in this way that the player can customize the protagonist to their liking with up to 8 total skills. There isn't as much diversity in the protagonist's playstyle as in Persona 3 and 4, but considering the variety available in party members, I can't fault the game for this.

Suffice to say, it's a wonderful game and I can't wait to play other titles in the main series. I just might backtrack and start from the very first one.


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