Atlus’
Shin Megami Tensei series of role-playing games have always strayed from the
beaten path when it comes to RPG storytelling, featuring a unique and compelling
blend of contemporary settings (usually with a dash of cyberpunk for good
measure) and realistic, morally ambiguous plotlines that often demands
difficult decisions from the protagonist, and in turn the player. The series’
main titles have often presented the player with multiple flawed yet compelling
philosophies, and asked them to choose which path, if any, they would stand
for. The latest entry in this series, Shin Megami Tensei IV for the 3DS, is no
different in this regard, and ultimately tasks the player with charting a new
course for the world.
The
story of Shin Megami Tensei IV begins in the Eastern Kingdom of Mikado, a medieval
society made up of a curious blend of European and Japanese culture, where
children who come of age have a chance to become Samurai. Your character (named
Flynn by default) is one of these chosen youths, along with the boisterous Walter,
caring Jonathan, and standoffish Isabeau. Of course, this being a mainline SMT
game, the group soon finds themselves in the post-apocalyptic ruins of Tokyo,
which dwells beneath their kingdom. Tokyo has become a desolate place where
humans dwell underground and demons roam the streets. Soon, the Samurai become
embroiled in the politics of different factions across Tokyo, and discover
horrifying revelations about the city and their own kingdom- revelations that
will test their friendships and their loyalties, sending each one of them down
a wildly different path.
Your companions will react differently to your decisions. |
That
isn’t really a spoiler, by the way, as the game makes it perfectly obvious that
Jonathan will ultimately come to represent Law, Walter represent Chaos, and
Isabeau some form of neutrality between the two. The Law-Neutral-Chaos
alignment is something the series has been doing since the very beginning, and
it is put to great use here. Unfortunately, the actual plot of Shin Megami
Tensei IV is a tad weak compared to its predecessors. This is mostly due to the
game’s pacing- despite a strong opening and a far more compelling second half,
once the player is first turned loose on Tokyo the game opens up quite a bit,
and it is easy to get so lost in the exploration and questing that the main
plot loses a bit of its focus. It doesn’t help that the characters, while
likeable, aren’t quite as fleshed out as we have come to expect from Atlus
games. They are essentially extensions of their alignment, which isn’t necessarily
a bad thing (and they do develop into their roles naturally), but the game is
clearly more focused on the setting and exploration of the world than on the
characters themselves.
Of
course, the gameplay provides the meat of the Shin Megami Tensei experience.
For those who don’t know, this is a turn-based RPG where the player is able to
negotiate with demons in order to get them to join the party, essentially
turning the game into a macabre version of Pokemon. Atlus has made several
major improvements that certainly make SMT4 much more accessible and less
tedious than earlier games in the series. In particular, the improvements made
to demon fusion are a gift from YHVH, as you can now immediately select what
skills will be carried over to your new demon. In earlier games, the skills
would be random, causing players to cancel and reselect the fusion materials
until they got the result they were after. The ability to pick and choose what
skills are inherited greatly cuts down on the time spent in the Cathedral of
Shadows, and makes it easier to make powerful demons. Being able to save
anywhere is also a great addition, since it essentially gets rid of the
frustration of running back to a save point after accomplishing something, only
to die en route.
And
die you will, because while SMT4 is more accessible than prior games in the
series, it is by no means easy. The game actually suffers from a steep
difficulty curve at the beginning, where you have no skills and are trying to
successfully recruit a party of demons. After a couple trips to the game over
screen (where you can bribe Charon the ferryman to return you to the world of
the living), the game allows you to bump the difficulty down. The difficulty
can be adjusted at any time, so players who find themselves growing frustrated
have that option. For me personally, after that initial spike in difficulty was
overcome, I found the lower difficulty to be a little too easy, and ended up
playing the rest of the game on the normal setting. Make no mistake, SMT4 is
challenging, but rewarding. It encourages the player to build their party with
the proper arsenal of skills to hit an enemy weakness (which gains you an extra
turn in battle), and to proceed with caution (getting ambushed by enemies is a
veritable death sentence, so save frequently).
This should look familiar to SMT veterans. |
Character
development is a little more limited here than it was in the last game in the
main SMT series, Nocturne. In Nocturne, you had a vast array of demonic
parasites that would grant different abilities and stat increases. Shin Megami
Tensei IV instead gives the player a handle of skill points to be distributed
with each level up. Skill acquisition is handled by Demon Whispers. When one of
your demons learns all of their available skills (or during randomly triggered
conversations), they will allow you to transfer skills from the demon to the
player character. It’s a simple system, and it does make it easy to build
characters in certain ways (just transfer the skills you want from your demons
and put the necessarily skill points into Magic or Dexterity), but I just found
it to be a little less interesting than the skill system from Nocturne.
The
game’s presentation is a little uneven. On the one hand, the 3D environments
are quite nice, and are chock-full of loot to grab and enemies to slay. Shin Megami
Tensei IV truly invites the player to explore its dark and desolate world-
players will find themselves combing every inch of the map in search of treasure
and rewards, whatever the danger might be. The battles, however, are presented
from a first-person perspective, with 2D enemy sprites and static backgrounds.
The same goes for the majority of conversations, and while the art is nice, it
does give the game a slightly more ‘budgeted’ feel. The music is a similar
mixed bag. Series mainstay Shoji Meguro did not compose the music for this
game, and while the music is suitably atmospheric and fits the tone of the
game, it also lacks some of the energy of Meguro’s works.
Still,
at the end of the day, Shin Megami Tensei IV is a very good game. I don’t think
it reaches the heights of Nocturne or Personas 3 and 4, but it’s still a solid
RPG with an interesting world and challenging, strategic combat. Newcomers
should prepare themselves for a bit of a shock when the game starts, but don’t
be discouraged, Samurai- it’s a long journey ahead.
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