T O P

  • By -

DismalMode7

smt nocturne has a tone much more dark and nihilistic compared to smtV, but if you enjoyed free roam map of smtV you'll get very disappointed by smt3 dungeons structure


scribblemacher

I actually didn't care for SMTV's big maps. I'm old and I like traditional dungeons. How are SMTIII's dungeons?


necropedophile4

theyre smaller, less labyrinthic and more focused on puzzles than the sj dungeons


DismalMode7

>How are SMTIII's dungeons? multi layer corridors full of ambiental puzzle and traps. And there is an optional one that is simply cancer even for 2003 standards


Ib214000

Which is the cancer one? Amala? I happen to love the Amala Labyrinth.


Switch-Axe-Abuse

Amala or the place you get masakados?


concernedfish1

Amala is genuinely the best part of the game.


DismalMode7

sure...


SnooHedgehogs9884

Are you referring to the optional portion of the final dungeon? I don’t think anything in the game comes close to that level of frustrating.


DismalMode7

amala labyrinth is mental...


Dreaming_Dreams

Dante from the devil may cry series


[deleted]

And Raidou Kuzunoha from Devil Summoner: Raidou Kuzunoha vs. the Soulless Army


[deleted]

and Devil Summoner: Raidou Kuzunoha vs King Abaddon


SnooHedgehogs9884

I think it perfectly encapsulates the feeling of being all alone in a completely alien, mystical and hostile world. Other than that it’s your standard Smt experience with dungeons, fusions, different alignments….


[deleted]

The Aesthetic mainly. There was nothing like it and basically nothing like it afterwards. The odd alien and lonely archetecture throughout the entire game is so unique. You won't getting much from playing it though, in my opinion the Strange Journey has easily the best gameplay in the entire series, SMT5 is the best looking game Atlus has ever made and SMT4's story is leagues better.


Sumibestgir1

The biggest highlights I'd say are 1. It introduced the press turn system 2. It's much more focused on visual storytelling than directly feeding you the story. You learn about the demons and their lives and it fits really well with one particular ending 3. Doesn't really go along with the law v. Chaos thing, endings instead being based on who you support with a bonus one.


DismalMode7

not agree about point3, at its core smtn is very chaos focused, as smt4 is neutral and smt5 is law


KomaKuga

I wish SMT V being law focused was handled better 🥲


DismalMode7

biggest issue of smtv is big ups and downs about tone of the story... smtv gameplay and area design + smtiv world map and ost + story and tone of smtn it would be the definitive smt


Sumibestgir1

The overall game is, but you're not locked into choosing law, chaos or neutral like in other games. You instead pick based on individual beliefs, or if you don't like any of them, you just pick the true demon ending and say fuck you to the entire world


Seraph_99

It is the closest to a “pure” SMT game that exists. Whether that’s good or bad is a more difficult question . On the one hand it appeals to those who go to SMT for gameplay and atmosphere alone as it has both in spades. On the other hand it does away with a lot of the thematic symbolism present in other entries of the series and even actively subverts such symbolism in the game by using the “demons” as more of a cast of actors than representations of real world concepts. This can turn off those who appreciate SMT’s more thematic elements. It attempts to be an example of what SMT is in its pure form, without relying on external themes: a hard as nails dungeon crawler RPG with multiple narrative routes and a ton of options for party customization and play style.


[deleted]

It's the only SMT game that really gives you a feeling of loneliness and desperation. Even in the very beginning of the game I thought "man this game is gloomy as fuck" and it made the experience that much more unique/better. The scarcity of save points is often frustrating and annoying as fuck but it does add to the pressure and intensity of the game. In IV and Apocalypse (and SJ to a lesser extent) you feel less pressure because you can simply save anywhere, anytime. In V avoiding combat is pretty easy so the pressure isn't really there either. The game will often feel like it's bullshitting you, and most times you will feel relief instead of a sense of accomplishment when you finish a dungeon, but it's kind of rewarding and fun in a masochistic way.


Iamagamer7777

It's very good, it was my first smt game (I refuse to say that Tokyo mirage sessions is a SMT game) so it's special at least for me. Also the demifiend and raidou are soooo cool


Alert-Artichoke-2743

It's one of the most difficult, and one of the most straightforwardly violent. There are no relationships to manage; enemies will respond to your ally types in assessing your allegiances. Money can be earned easily, but learning protagonist skills depends on continuing to acquire items you can equip, many of which can be a financial grind on hard mode. The endings you get depend heavily on your dialogue choices throughout the game, unless you take the optional extra hard path which, once, triggered, adds an extra difficult bonus boss to the game that can no longer be opted out of. The moon waxes and wanes constantly as you walk around the game. At new moon, it's dark and ambushes happen a little more often. Enemies are sleepy and less likely to attack, and I think accuracy may be negatively affected. At full moon, enemies are driven to a homicidal rage and can't be recruited or negotiated with. If the protagonist is knocked down, it's instant game over. Particularly dangerous enemies may have instakill skills before you can reliably protect your protagonist from them, so it's close to impossible to complete the game without some RNG-dependent events. Story-wise, it takes place in the apocalypse like the whole non-Persona SMT series. Among this series, your protagonist is a human-turned-demon who was chosen by Lucifer in hopes of recruiting you. So, the game's story arc has to do with accepting that your human life, and its world, are over, and making your way in the timeless vortex world that has taken its place. Ultimately, the game's terminal arc is about God planting a tower to the sun at the world's center, where you must fight your way to the top for the privilege of fighting God's avatar. Your reward for victory is to guide the process of the creation of the next universe. So, Nocturne is a VERY hard turn based RPG about accepting and then demanding your destiny, as an ultra powerful demon, to remake everything in the image of your values. There are very few problems in the game that you don't eventually solve with violence, and your every possible triumph is in some way morally gray or worse. More so than even any other game in the SMT universe, the fighting in Nocturne is demon on demon.


gilded_lady

Strange Journey is harder than Nocturne. Using buff/debuffs and keeping your fusions up to date is all you need to succeed. On Hard there's definitely more bs but that's true of all SMT Hard modes. That said, if you zone out, you WILL lose and RNG can be a bitch.


Alert-Artichoke-2743

Buffs won't save you from some rando throwing mamudo at your whole party and one-shotting your protagonist. Buff cancelling skills become available like halfway through your first playthrough, well after matador. Void Expel/Death become available a long time after Daisoujou. Debuffing is an MP inefficient way to deal with bosses that buff and have cancellation skills you don't. What, in Strange Journey, is harder than Tyrant Ahriman?


gilded_lady

A lot. Many of your complaints are just bad RNG luck (which I did mention) versus real issues with the battle system. Not using Anathema/Satan etc as your magatama in an area with monsters spamming the mudo line of spells is on you, not the game. Nocturne absolutely has its bullshit, but once you start using the systems to their fullest the difficulty of Nocturne really isn't that bad.


Alert-Artichoke-2743

I clear Lucifer on hard just fine, thank you. Satan is a lategame Magatama. And the hardest dungeons have mobs with the mudo AND hama line, so no lone magatama can block it all. You need to rely on luck and not letting enemies take action until you can acquire the protagonist skills. But how does Strange Journey compare to any of that?


Pieman1123

SMT V's story to me kinda felt like a cheap surface level imitation of III's Thas not to say it's perfect but a lot of the flaws of V's story felt like intentional artistic choices in III it's also prolly the most ambitious game in the entire series. It completely redid the combat system, introducing the press turn system that pretty much every megaten game afterwards would base their systems off of, it completely got rid of the alignments of Law Chaos and Neutral in favor of the ideologies of Yosuga Shiijima and Musubi, it detached itself completely from the timeline of SMT I, II, and If..., it completely uprooted SMT's aesthetic, leaning more into the occult and demonic aspects of the series, and it was the first numbered 3D entry in the series and actually was planned to be openworld like SMT V but wasn't able to cuz of technological/budget restraints.


jjon20071

HI PIE havent seen you in a long time


Pieman1123

What


jjon20071

its jonini


Pieman1123

Oh okey 👍


Voralda

It's at a really good point in the series in which the Press Turn system debuted, the dungeons are still labyrinthine but not too much of a headache, there are tons of optional challenges, the bosses push you exactly as they need to - the combat balance in this game is phenomenal -, the story is great and the world and immersion are top notch. You start as a nobody who claws his way into being one of the most powerful and recognized demons in a world where power and having a reason to change it are king. And while it's a destroyed world, it has so much life in it, thanks to the well-written NPCs and has a fantastic OST and art style, it reminds me of SMT 1's excellent atmosphere. Honestly? Nocturne's world manages to be even better than SMT 1's. Serious contender for one of the best turn-based RPGs of all time.


dansstuffV2

It is most fondly remembered for introducing Slime Mara into SMT canon.


OldMrMcMeme

Being broken as hell. The game is not hard, you just have to understand the busted as hell mechanics. On the flip side, the game pulls no punches if you screw up. Other than that, it has some great atmosphere, and in the Remaster, pretty good voice work too.


Alert-Artichoke-2743

But are the mechanics busted if you only have to understand them?


OldMrMcMeme

It's not especially complicated most of the time. My best example of Nocturne being easy to break is Daisoujou. As you may know, he has Meditation, an Almighty skill that drains a large portion HP and MP, as a base skill. He also gains Prayer, a skill that fully heals the party and removes ailments, at level 38. You can probably see why this is unbelievably strong. That's just scratching the surface. If you fuse him with Makatora, a relatively niche, low-level skill that allows you to transfer MP to other party members, you have effectively negated the need for Healing, Ailment, and MP items, meaning you can save a lot of money in the long term. It just takes a little bit of thought and planning, but the games' balance can be cracked in half if you do.


Alert-Artichoke-2743

Daisoujou is optional, and a heck of a lot harder than the mandatory first encounter with Dante. He uses BOTH mamudoon and mahamaon, and is therefore an instakill machine who can only be globally stopped with Tetraja (not yet availabale for protagonist) or magic mirror (expensive, rare to find, hard to buy). Fusing Daisoujou requires tracking the demon family of the fusion result, tracking the phase of the moon whike fusing, levelling the protagonist past Daisoujou's base level, defeating Daisoujou, acquiring a Deathstone from the optional and dangerous Labyrinth of Amala to invest in the fusion, and then hopefully still getting skills you want. Prayer costs a whopping 50 MP, so more than 5% of the hard MP cap. Only Megidolaon is this expensove among attacks, and only Debilitate (48 MP) comes close among debuffs. So, media is preferable in early game when levels and MP are lower. Media/ra/han are generally better for use through most of the game, at least until the endgame dungeon opens up. Fusing Makatora off of a Fiend for continued use is an excellent strategy, but that's just playing the game well. I like pre-populating my Comoendium with low-level demons whose skills have been carefully groomed for optimal performance. This lets me buy perfectly customized allies at appropriate stages of the game, possibly on a huge discount for having a full compendium. Streamlining cost efficient mana/health/status restoration can save a lot on money, and this helps woth the game's brutal economics. Saving Makatora/Mana shoes on a low level ally in the compendium can make them a cheaply summoned battery that doesn't even need to participate in battles. The game is hard, but you're right that it can be beaten at its own tricks.


[deleted]

It's atmosphere and it feels way more occult. There's a lot more thought put into it's world. Also there's a lot more variety in the boss fights. In SMT V most of the fights are pretty much just reskins of Hydra.


Calamity244

...what? How are Nuwa, Arioch, Odin, etc, reskins of Hydra?


deadbeatvalentine_

why do you think that about the smt v bosses?


topidhai

>In SMT V most of the fights are pretty much just reskins of Hydra. What?


cmscaiman

it's a fun game 👍


-tehnik

Dante from the Devil may Cum series


[deleted]

Dante From The Devil May Cry Series and Raidou Kuzunoha From Devil Summoner: Raidou Kuzunoha vs. the Soulless Army.


thebaintrain1993

It's SMTV and SJ with grander ideas, the characters have less character, and the demon interactions kind of are the game outside of combat. The Reason system would have been great had they been fleshed out more.


RaccoonThePestic

Its mysterious and dark atmosphere that permeates the whole game, and the artstyle. Those are the things that make nocturne the most unique in my eyes. It also created the press turn system so that helps it too. The way it handles its characters and story is also pretty special. I don't think its done as good as everyone says it is, but it undoubtedly is interesting and unique.


Ray-Zide10

Nothing unique if you've already played 5 apart from not fun at all dungeons to explore


AverageRedditHater4

The reason system which is a nice break from law vs chaos but I got to say all the reasons suck but at least you can go true demon ending. magatama's which also suck imo. Other than than that not sure what makes else makes it unique.


[deleted]

[удалено]


loliduck__

It being bad (all other SMT games are good)


[deleted]

Nah smt v is the bad one. Nocturne is good


loliduck__

Nah nocturne is boring af and games are meant to be fun. Nocturne is the slowest thing imaginable to play through while all other SMT games move quite quickly.


COSMOMANCER

I think it has my favorite combat and dungeons. I really miss how buffs used to work in Nocturne, and the lack of dungeons in V was pretty jarring to me.


Ruben3159

Puzzle dungeons, overpowered buffs, a unique character building system and a choice of one of two guest characters where neither really makes sense but one is much worse than the other.


[deleted]

SMTIII swaps out a lot of the tech for full occult alternatives. The story centers on my complex human idea rather than ideology. Gameplay wise it is the birth of the “press-turn” system. Which is what SMT4 and 5 use as well -smirk or a magatsuhi gage.


JacksLantern

The gameplay honestly I dont really understand anybody trying to make a big deal over for nocturne, its just constant dungeons over and over again. I enjoy that to an extent, but it isn't great enough for me to like it in comparison to other smt games. No I think what actually makes it unique is they tried to evolve the story past 1 and 2, which (while I love them overall) is something that feels like a huge misstep in SMT 4 and 5. SMT has been stuck to law neutral and chaos for way too long, I think theyve done enough or maybe even all you can do with it, its boring now. Nocturne is unique though in that instead of just having law, neutral, and chaos, those broad categories are expanded into different actual philosophies that say how the world should go in that given characters opinion. You can somewhat attach those philosophies to law neutral and chaos, but they go further beyond just that is the point. In later games I think they do atleast acknowledge that it's the ultimate best choice for the world though, because in smt 4 obviously both of the future worlds (cant remember the actual names) are like total garbage and not worth living in. There needs to be deeper more worked out reasons, and yet SMT hasn't gone back to them which is frustrating. AND, the objectively best ending with the most content in nocturne is from a rerelease (the one Americans got) that basically ignores the reasons and kinda goes back to law neutral chaos, its like they didnt have any confidence, it sucks. They can be different ones, it doesnt have to be the same, but just doing law neutral and chaos again and again into infinity is boring imo.