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Tuesday, May 28, 2013

My Review- Shin Megami Tensei: Nocturne (PS2)












Atlus’ Shin Megami Tensei series started out as an obscure series of dungeon-crawlers, and while they were popular in their native Japan, they didn’t initially catch on overseas, with only a couple of shoddily-translated spin-off titles making it over here. That all changed with the 2003 release of Shin Megami Tensei: Nocturne, the third entry in the “main” SMT series. This is the game that, for lack of a better phrase, started it all, a high-quality RPG that would set the stage for Digital Devil Saga/Personas 3 and 4, and would establish Shin Megami Tensei as a shining beacon among its contemporaries. The question is, does it still hold up today?

STORY


The MegaTen games are known for their dark and twisted storylines, that tackle mature themes most other gaming franchises shy away from. Nocturne is no exception, and it provides one of the most unique narratives in gaming. Your character is a Japanese student who is off visiting a sick teacher. Along the way, he hears rumors of the Conception, an apocalyptic event that will somehow usher in a new world. Shockingly, these rumors turn out to be true- within minutes of his arrival at the hospital, the Conception reverts the world to a primordial state- a ‘Vortex World’ inhabited by demons. The main character survives the Conception and discovers that he has gained demonic powers, as well as the ability to recruit demons to fight with him. What follows is a war for Creation, because whoever triumphs in the Vortex World will have their desired philosophy, known as ‘Reason’, create the foundation for the new world. The Demi-fiend will play an integral role in deciding how the new world will take shape, but there are many forces who seek to use his power to their own ends… including a mysterious old man in a wheelchair, who may know the truth behind it all.
As evidenced by the preceding paragraph, Nocturne tells a story steeped in religious and philosophical themes. The idea of choosing the philosophical direction of the new world after the old one is destroyed is very intellectual stuff, and it provides a very unique focus for the story. The actual ‘plot’ (i.e., events that take place in the story) is somewhat lacking for the early parts of the game, and fans of more recent entries in the series (particularly Persona 3 and 4) may be put off by the lesser focus on character interaction in the story. However, Nocturne more than makes up for it later on, where the various philosophical points of each Reason begin to come to a head, and it is up to the player to decide which, if any, is worth siding with. There is also a lengthy sidequest, revolving around a semi-optional dungeon known as the Labyrinth of Amala, where further plot information (including the identity of the wheelchair-bound man and the truth behind the Vortex world) can be found, as well as a path to a sixth “true” ending.

GAMEPLAY

The basic gameplay of SMT: Nocturne is, of course, that of a console JRPG, with turn-based combat and an overworld to explore. The player will traverse the overworld via a small icon, and upon entering a new location, the game will switch to a third-person view (a first for the main series of Shin Megami Tensei, which up until then had been first-person dungeon crawlers). Even in most towns, random encounters can still occur, so the player has to keep on their toes. The game definitely places an emphasis on dungeon crawling and exploration, which is both a positive and negative trait, as sometimes it can be difficult knowing where to go.   

Nocturne has gained something of a notorious reputation for its difficulty. A large part of this, I feel, stems from our collective unfamiliarity with the series at the time of this game’s release- not knowing what to expect from the MegaTen series, Nocturne would have come across as more difficult when fans of other RPG series gave it a whirl. That’s not to say the game is actually easy, because it most definitely isn’t.  Like the other games in the series, Nocturne requires a good deal of patience and some trial-and-error in order to see the game through to the end. It’s not “Demon’s Souls” levels of hard, but the game is still quite strict.
This game did give the player a very powerful tool to help them on their way, however, by introducing a mechanic that would come to be a staple in the series- the Press Turn battle system. Like in many other RPGs, most enemies have weaknesses to different types of attacks. Nocturne rewards players for hitting these weaknesses by giving them an extra turn to attack. If an attack is absorbed or actually heals an enemy, then turns are lost. The trick is that enemies can use the same tactics on you, so it’s important to have a party that is best suited you each given area or boss fight. This where trial-and-error lends itself to combat, as most bosses will wipe the floor with unprepared players, requiring them to step back and figure out how to best take down the boss. Of course, there are alternatives to combat, as nearly every normal enemy can be negotiated with, in order to get them to join the party.

Another unique element in Nocturne is the character progression system. Both the main character and his demons level up and learn new skills, but what skills the main character learns are determined by what Magatama he has equipped. Magatama are insect-like creatures that serve as the catalyst for the Demi-fiend’s demonic power. By ingesting different Magatama, new elemental immunities and weaknesses are obtained (making Magatama instrumental in different boss fights), and different skills can be learned when leveling up, offering the player a good deal of customization when it comes to their character’s skillset. Of course, Demon Fusion returns as well, enabling the player to combine new demons into more powerful ones. Depending on the phase of the moon (an in-game timer) and what Magatama is equipped, the fused demons will be able to inherit different skills or more power, making timeliness something to consider when fusing demons. It is much more important to use this system properly than it is in games like Persona, since some bosses will require a very specific party in order to defeat them.

PRESENTATION

Nocturne is one of those PS2 games that have aged remarkably well. It utilizes the same engine as Digital Devil Saga and P3/P4, resulting in a crisp and clean looking game. Some of the areas and dungeons may suffer from some rather simple geometry, but the unique art style and design of everything is more than enough to give Nocturne some visual flair. Of course, Shoji Meguro’s soundtrack is excellent, giving a good sense of MegaTen’s trademark punk-rock vibe. There is no voice acting in this game outside of small voice clips in battle.
Does he look familiar? Capcom's Dante makes a surprisingly suitable appearance in this game
CONCLUSION

Nocturne might not be the prettiest, most accessible, or most story driven RPG ever made. What it is, however, is a game that wears its M rating on its sleeve, delving into mature topics and delivering Atlus’ unmatched storytelling panache in a unique fashion. All this is backed by solid gameplay systems and a rocking soundtrack. All of this makes Shin Megami Tensei: Nocturne a fantastic game, and while I wouldn’t recommend it to series newcomers, for those who cut their teeth on Persona and are looking to try the other games in the series, Nocturne is an excellent choice.


SCORE- B+ (Great)

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