Reviews from

in the past


that time kazuma kaneko + shoji meguro summoned a whorling liminal space that tricked jrpg fans into enjoying meat + potatoes (teleporters + pitfalls) dungeon crawling. same shit your grampa plinked away at on his apple II a century ago, same shit your grandkids will plink away at on their apple II a century from now in their neofeudal bunkers

and much like your relatives, I love that shit; I love a big ass maze with a million dead ends, and if it ain't broke don't fix it, lest we end up with whatever the fuck those P3 + P4 dungeons were

at its best and most confident it understands the simple things — things like teleporters originally being designed to thwart manual graphing; that automap needs to be accounted for with appropriately disorienting, discordant layouts and structures; and that imbuing a sense of doomed futility is non-negotiable. there's a desire here to smother, obstruct and impede; a love of mazes that reveals its hand in slow motion, peaking with twinned monstrosities — the labyrinth of amala, and the tower of kagutsuchi — that crank the pressure inch by excruciating inch

complimenting it is the arrival of press turn serving as an antidote to blobber slugfests and the sedentary JRPG-isms that descended from them — the dynamic action economy shifting combat from sludgy attrition to a revolving door of lightning round encounters closer to puzzles than math problems. it's no surprise that many of the bosses took up hallowed positions in the genre pantheon, nor that the sinewy party building was so lauded — few games in the genre that succeeded it would be so mechanically accomplished, to say nothing about those that came prior

all of this is further defined by an aesthetic sensibility befitting a "vortex world"; a collage of textures, words, images, sounds, and ideas — from solipsism to darwinism to occult esoterica — delivered in broad, painterly strokes, flickering past rapidly in service of potency and immediacy above all else

the sensation is one of extraordinary emptiness, intentional and otherwise; nihilism born from its themes as much as the capricious relationship it has with them. a fugue state drive through half-conjured nouns and adjectives that recede at the slightest touch; worlds, people, and ideologies just fuel for ephemeral spectacle

nocturne feels like it's trapped in amber: a static image of a bygone era for megaten, atlus, and the medium as a whole, still shadowed by fables and folklore about its difficulty, opaqueness, and bizarre allure. newcomers still looking over their shoulder for matador and finding themselves lost under waves and waves of dead ends and instant kills, further prolonging its mythic qualities

far from perfect in any sense of the word, it persists nonetheless as an object with no clear analogue. atlus will assuredly try and fail to replicate its appeal until heat death of the universe, but it's telling that even they can't quite pin down what happened here, why, or how — and who could really blame them?

brief thoughts on the remaster:

can't say I'm happy about the JRPG Paypig Tax or the crusty ultra compressed 128kbps OST, but it seems few people are mentioning the one inclusion that makes the remaster worthwhile: the option to play the original pre-maniax version of nocturne — previously unreleased outside of japan

while most won't be interested in seeing the game in what's widely understood to be an unfinished state — no fiends, no labyrinth, no dante raidou, or True Demon Ending — it's exciting to have the option to return to the game at its most rudimentary and see how the differences affect an experience long since overwritten by a slew of rereleases and additional material that recontextualize many of its design decisions

unfortunately, it's only present on the PC version, but credit where credit's due: atlus didn't fuck something up for once, and that's a miracle. I'd still rather eat gravel than pay full price for this thing, but it's a big, quiet win nonetheless from the least likely of places

"worst guy you know" etc.

I usually use this account as a bad joke, but as a SMT fan that really wanted this game being ported and seeing how atlus did a really poorly job, is infiurating seeing how they want us to buy a PS2 port for 50$

the price gouging, especially considering they couldn't even bother to replace the low quality music, is astounding. why are you selling DLC for a remaster of a game from 2003? it's a shame since Nocturne is one of my favourite games but this is "new funky mode" level greedy.

Nocturne was a game that I originally hated. It has design artifacts that come across as dated and out of place in its era. But that’s exactly why I like it now and remember it fondly.

Nocturne embraces the dungeon design of its predecessors. I think it’s important for something like Nocturne to exist in the time period it was released in, since you had games like Final Fantasy 10 leaning more towards the simpler side with its linear hallways and simpler dungeon design. Yeah, it’s probably stockholm syndrome from older RPGs, but it’s fun getting lost in big mazes and getting items at dead ends, and it's cool to see Nocturne maintain this design in a 3D space.

The combat is really fun. There’s a big emphasis on buffing and debuffing in this game, and there’s a ton of different demons to fuse and teams to use which keep the whole game feeling fresh. There’s also this “Press Turn System” in the game in which you will get another turn for attacking an enemy’s weakness or getting a crit. You also lose another turn for missing your attack. This also applies to enemies, and it makes evasion buffs and debuffs the most broken thing in the game by far. I do think there should have been some balancing done to that. You can also skip a turn and give it to another party member, which is very handy if one of your demons is useless in the fight you’re in. There’s a ton of scenarios where this is fun and promotes a lot of different strategies.

I originally complained about how some of the fiend locations are random as hell and they give you no hints as to where to find them and it still holds true. It’s necessary to fight them all for the secret true ending or whatever, which is why it was annoying, but I find it more annoying that a true ending exists in the first place. I kind of wish it just had you pick which ending you want, without any of that “canon” stuff getting in the way. Looking at it from that aspect, the odd fiend locations don’t really bother me anymore.

The story does suck though. Conceptually, it’s pretty cool, but it suffers from pretty unrealistic character motivations which are important for a plot like this. I don’t want to go into detail because I don’t want to spoil in my reviews, but if you’ve played it you might understand what I mean. I know there’s that “nobody plays SMT for the story” argument or whatever, and yeah, I enjoy the other aspects a lot more.

Oh yeah, this game is a remaster too. Does it do well on that front? Well, no, not really. I’m more so glad that this is officially playable on modern hardware now, and so I didn’t have to mess with a PS2 emulator. The lighting messes up a lot of the environments and the soundtrack is still left compressed like it was on the PS2 version! Luckily, there is a mod to uncompress it which my friend insisted I used and I eventually caved and used it even though I don’t like using mods on games. It was definitely nice to hear the music in higher quality, and I honestly recommend everyone use it too, it sounds pretty bad without it.

I was always looking at Nocturne as some elitist, hardest RPG ever made type of deal, and I think my unenjoyment stemmed from the game not offering the challenge I was expecting. The truth is, no, Nocturne is not one of the hardest RPGs ever, or whatever, but it’s a real fun game that has a lot going for it.

Nocturne HD is extremely difficult to rate and review. How would one go about rating this remaster? Do you rate it based on what is or what isn't in this remaster? Do you base your opinions on the game or the quality of the port? Do you consider pricing and expectations or just view it on a vacuum? The important thing, to me, is that Nocturne HD is almost exactly the same game we all know and love with some changes that are minor, but ultimately enhance the experience in ways that I would consider make this the definitive way to play the game. However, this all comes with a great asterisk which is the amount of money ATLUS charged, and still charges at the date of writing this review, for the whole package. At the near retail price tag of $50 or $60 if you want all available content, you might expect that ATLUS did work comparable to other remasters offered at similar price points like "NieR Replicant ver 1.22474487139..." or "Final Fantasy XII: The Zodiac Age". You might think they improved the original's poor audio quality, remastered a great number of low quality textures, or even tweaked the code to make it run at higher than the then-standard 30fps. But they didn't do that. What you see is what you get: Nocturne but in high definition, for better and most definitely for worse. At the same time, I cannot deny that playing this remaster was an incredibly fun experience because Shin Megami Tensei III Nocturne is just the kind of game that holds up spectacularly, and if this remaster is the easiest or most convenient way for you to play it, then I can have no objections to that.


Shin Megami Tensei: Nocturne is honestly not that difficult of a game, at least not in the way you’d think it should be. It’s a game that tests your patience more than anything, and it feels like it does everything in its power to make you hate it. I wouldn’t say I hated it myself, but it definitely overstayed its welcome and became a massive slog around halfway through.

Dungeon design ranges from tolerable to downright infuriating. Most of the game in terms of exploration is running down bland hallways, reaching a dead end, and then backtracking to find the right path. This tediousness is compounded when you get to the dungeons with super fun gimmicks such as hidden teleporters, pitfalls, and getting warped to a dimension where all paths are blocked until you go back and walk through a beam of light. Literally every single mechanic of the dungeons involves impeding your progress and forcing you to backtrack. On top of this, you’re constantly getting into unavoidable random battles with enemies that could very easily sneak a Hama or Mudo attack on you and instantly kill you, forcing you back to the main menu to load from your last save, which is often quite far. To some, this may give the game a sense of tension and difficulty. For me, it was more annoyance and boredom.

I am aware that there’s a skill and an item that supposedly lowers the encounter rate and makes it so that only high level enemies can be encountered. Towards the end though, these don’t even matter. You’re still going to run into every enemy encounter you would have run into without activating those. I got so annoyed by the enemy encounters in the last dungeon, I just started running from everything. The time it takes to fight enemies compared to the experience you get, along with the fact that your level generally doesn’t matter that much, makes fighting enemies not really all that worth it.

Speaking of fighting, Nocturne is the game that introduces the press turn system to the franchise, which would be great if the game really took advantage of it. The press turn system works around exploiting the enemies’ weaknesses in order to get extra turns and deal more damage, while also avoiding moves that the enemies nullify to ensure you don’t lose your turns. The problem is that the vast majority of boss fights don’t even have a weakness, and normal fights are generally easy enough that you can get by simply by punching everything. What this ends up doing is making the game revolve more around buffs and debuffs more than anything else, effectively allowing you to get through the game with basically the same exact strategy for every single major fight.

Here’s the general pattern for pretty much every boss fight: use a skill that buffs evasion/accuracy or debuffs the enemy’s evasion/accuracy, increase your attack, increase your defense, now wallop the enemy with the most powerful moves you have that aren’t resisted, absorbed, or reflected. Some bosses may take a while, but you’re going to win no matter what because the boss will almost never hit you. Even if they do, the only thing that could potentially be a threat is an unlucky crit or an instant kill move. As long as you have a healer, you’ll most likely be fine. Long story short, buffs and debuffs in this game are way too powerful, making the battle system mostly boring.

What also disappointed me was the story, which is really not all that much better than SMTV’s. In fact, it’s almost identical to SMTV’s. The demon apocalypse happens, a group of kids get warped to the demon world, they develop their own vision of what they want the world to be (some getting mindfucked in the process), and you all end up fighting for the chance to make that world. I’d actually argue that SMTV has more interesting things going on with its story, which is why the lack of development and obvious rushing of its plot was so unfortunate. In Nocturne, all the characters are just there to be walking philosophical ideologies, none of which are particularly very good or agreeable, some of which are downright insane. Their ideas are so extreme that the only reasonable endings are the Freedom ending or the True Demon ending, because at least one feels like a good ending and the other gives you more content. Almost every ending option sucks. It’s like Fallout 4 before Fallout 4.

With all that being said, a good chunk of the game was still enjoyable, arguably up to the halfway point. The battle system up to that point is still novel and you have to rely on certain elements of the battle system more that aren’t just buffs, buffs, and more buffs. The game is oozing with atmosphere unlike any other JRPG. It’s more designed like a survival horror game than anything else. Demon fusion is still fun, and the HD version allowing you to select skills instead of randomized ones is a godsend. Lord knows how much that would have annoyed me and made me dislike the game even more if I played the PS2 version instead. Character design is fantastic, and the music is catchy and memorable. There is a lot to admire in SMT Nocturne to the point where I hesitate to call it a bad game or even say that I dislike it. A lot of passion certainly went into developing it, even with as little of a budget as it so clearly had. I just wish the dungeons weren’t such a chore to get through and the game had a better way to avoid random late-game battles outside of turning on easy mode.

Again, Nocturne isn’t a bad game, just a frustrating one. One that requires a level of patience and a mindset that I apparently lack. At least it led to SMTV happening, which I loved, so I guess that’s something.

shin megami tensei nocturne is great! a bit dated and tedious when it comes to some of the dungeons and the encounter rate is super high, but that can all be mended with mods. it is a bit annoying replaying the final three dungeons or so to get all the endings but it's worth it, considering the story is really solid and def more appealing than smt v's (since that's the last smt game i played).
i enjoyed the ost and atmosphere so much and the philosophical aspect of the story was really appealing. freedom ending for the win honestly.

also felt good seeing raidou again, since he's one of my fav smt protagonists, wish they would remaster and port the raidou games to pc. :/

The way this blends gameplay and story together is so compelling to me. Tutorials are minimal, dungeons are labyrinthine in design and encounter rates are high, leaving you confused and disoriented when trying to navigate the dungeons and solve puzzles. Enemies are tough as nails, with the bosses being the clear stand outs here. They’re designed to keep you on your toes with their changing tactics. The game forces you to engage with it on its own terms, and makes sure that you never feel comfortable in the environments.

The story mirrors this confusion by throwing you into a multitude of political tensions and power struggles and leaves you to decide which to align with. The world design is intimidating, with directions towards your next objective being vague as you are forced to work out where to go next. It’s a singular experience in the way that the act of playing the game is designed to be as antagonistic towards the player as possible

stylistically, this game is pretty dang cool, but the random encounters and dungeon designs make me wanna blast my nuts off with a shotgun, the battle music sounds like it's coming out of a wii remote, and it costs an extra $20 to have dante join your party

Una día normal en La Línea de la Concepción, Cádiz

This is exactly what I wanted from a Shin Megami Tensei game. It's got the maze-like dungeon-to-dungeon no safe areas structure of the first two games, but presented in a way that makes any frustration much easier to take? It doesn't feel as punishing to just move around now, instead you're really exploring these places. Yet at the same time these dungeons are very clearly built in the same way as those older games. They're labyrinths, sometimes with a trick to them (more often here than in the older ones), but still the main push is finding your way through a maze to hit a boss, and here it just feels fantastic.

The music's on point (same composer as the Persona series, but with a darker, more sinister tone), the artwork is ON POINT THANK GOD FOR KAZUMA KANEKO AND HIS CRAZY SUPER AMAZING UNIQUE ARTWORK, and just in general the whole style of the game is completely cohesive in a way that I don't think many games are. Hot take, but one example I like to trot out is Persona 5. P5 has a very well defined art style, but it's not super consistent thoughtout every aspect of the game. For example, a lot of the demon designs are straight out of this game!!! But here e v e r y t h i n g is built around that art style and it's just gorgeous. I love the desolate cities and abandoned jails and allllll of that good post-apocalyptic stuff on display here. It's more basically laid out than SMT 4, in a similar way to the difference between dungeons in P3/P4 (blocky, repeating) vs P5 (completely unique, less limitations). There's a difference there for sure, but the blocky layouts here feel like a throwback to first person dungeon crawlers more than a technical crutch, and most importantly, they just work on an aesthetic level, not to mention how amazing these dungeons just feel to solve.

The writing, while sparse, is also exactly up my alley. It's a lot of characters speculating about the nature of the world, of humanity, mixed in with a more conversational tone outside of these drama scenes. There isn't a single misstep on display here, and it just feels so amazing.

The cutscene directing is amazing

The combat system is near-perfect

The pacing is.. well a little flawed, there's some bosses that can end up being quite tough without grinding, but I'm not gonna dock any points for that because, well, overall the game is pretty easy for an SMT game? Not like, persona easy, but it's definitely the easiest mainline SMT game I've played. Granted, I played on normal, but still, only 3 bosses in the game really gave me trouble.

So yeah, near perfect game, close enough and meaningful enough to me personally to earn 5 stars and a place on my all timers list, somewhere above SMT 4. Play GMeaeafe
cm;j

“Tokyo died... and I was given life”
I jumped into nocturne with it being my 4th mainline megaten I’ve played so far. I thought I had a good idea on how the structure of the game would be, since for the most part, they’ve been fairly similar. I was definitely mistaken, as I had no idea how experimental nocturne truly was for mainline. You start off in search for your teacher in Tokyo, meeting up with some classmates along the way and then boom the conception happens.. what is the conception you ask? This actually ties into what I just mentioned regarding nocturne being a little different in structure compared to other mainlines. The conception is an event that brings forth an apocalypse with the purpose of rebirthing a new world, now this part isn’t new for any of the Shin Megami Tensei titles.. what’s different is alignments(Law, Chaos, and Neutral) aren’t present. Instead it’s something called reasons. Reasons are very crucial in Nocturne considering their purpose is having laws abiding to how this rebirth will actually go. Another major difference, and also probably my favorite part about this game, is how different the mc is in Nocturne compared to the other protagonists in the previous and future entry’s of the mainline series. That being, you can build him however you want just like a demon in forms of something called Magatama. This leads to you being completely free to add whatever skills you want to suit your play style. I found playing around with different skills until eventually making my endgame build extremely fun and amusing for the most part.

The story in nocturne seems lackluster at glance, but really it’s quite complex. Discovering and learning about what people are doing within the vertex world, learning lore and secondhand background knowledge thru exploring the kalpa’s, meeting the manikins and diving into their background and current events, the list goes on. Story wise I wouldn’t say it’s nocturnes strongest suit, however I wouldn’t say it’s the weakest either.

The music for this game is good, not the best I would say for a megaten game but still great nonetheless, they always deliver in this area so I’m not surprised. The ost is still compressed from the original version which is a bummer, but still some of the tracks(and everyone of them towards the end) hold up really well despite that issue. Admittedly I found the battle theme stuck in my head after a bit.

Let’s talk about the gameplay and battle system. If you didn’t know, nocturne is the first game within the megaten franchise to introduce press turn, which became the staple of the series in terms of gameplay going forward. Press turn involves exploiting the enemy’s weakness or landing a crit to gain more turns in battle resulting in being able to dish out tons of damage, or even sometimes completely rendering an enemy to dust not letting them get a single hit in. It makes the random encounters pretty fun especially when playing around guessing what the enemy is weak to. Aside from the battle system, nocturne is faithful in terms of story progression you have to do outside of fighting. That being finding individuals you have to talk to, fighting multiple bosses in rooms, gathering information about characters and the world, etc. Demon negotiation and fusing, another major element to these games that, for the most part, don’t have any major changes. Unfortunately in my experience of my playthrough I did find the negotiations in this game compared to others dissatisfying. Perhaps this just had to do with me not having much interest after a decent amount of negotiations early to somewhat mid game and just focusing on fusing and re summoning thru the cathedral, but the demons dialogue didn’t give me the personality I wanted like the others I have played. Still though, negotiation is still present and there could be some interesting moments when demons approach you, ask for items, etc. Fusing in this game is also the same except the Kagutsuchi phases play a decent role into fusing for some of the more powerful demons. I won’t go into that due to spoilers but I found that really cool.

In terms of atmosphere I think that’s where nocturne shined the most for me. Honestly I don’t think I’ve ever played a jrpg before that made me feel so alone, so isolated. You start the game by yourself making it seem like that will change but it never really does; you’re own your own with the demons you recruit and fuse along the way. I found the soundtrack of this game compliment the general atmosphere and vibe of it very well, almost too well.

Overall Nocturne is not only a game I would recommend to JRPG fans, but to video game fans in general. It was an experience I truly enjoyed and didn’t want to end. There’s loads of content in this game that can warrant more playthroughs(like multiple endings), as well as loads of content within the first playthrough you can choose to do or save for another. This port isn’t optimized the greatest, but I rarely had issues aside from some frame drops at the areas that had more demanding particles. If you do decide to play this game enjoy, it truly is an experience like no other :)

Fucking mindblowing
It's the first SMT I've properly sat down to play and while I wasn't sure what to expect, I adore it from start to finish
The atmosphere is immaculate, the gameplay is fun and feels good to master and the story is just great, I found myself caring for everything a lot more than I thought I would
Loved it to death, just insanely cool

Heh... This game isnt for the faint of heart ladies and gentlemen... Some call this game the dark souls of JRPGs due to its insane difficulty.... I call it dog shit because it really fucking sucks... 😈😈😈.

Today, November 5 2023, marks the official day @Gare decides that anything with Megami Tensei in the title is very much Not For Me.

I tried this one after the first two, which I thought were okay YouTube watches despite not caring for the gameplay much, because this seems to be the one everyone likes the best. No dice. It’s pretty much for the same reasons I said here. It’s all just very goofy to me. Unserious even, as the kids are saying these days. I guess if I had to describe it under oath in a court of law, I’d say it all comes off as Kingdom Hearts writing but with demons, swears, and tiddy. While I 100% knew the bad guy was going to melodramatically quote T.S. Eliot before attempting to bring about the hero’s utter demise, I have to admit that I was shocked to find that quote was not “this is the way the world ends, not with a bang but a whimper,” but rather “April is the cruelest month.” Don’t worry though, it’s still lame when it does happen.

Ah well, the heart doesn’t want what the heart doesn’t want. I also don’t really like David Bowie’s music. What can you do?

Every time I think about this game I love it more. The music and atmosphere are the absolute standouts for me. The dungeons are all excellent with something fun and special making them feel unique. Press Turn combat is the best take on turn based combat. Characters and writing has grown on me over time and multiple playthroughs. This game is hard to play with breaks between because you will forget enemy affinities and menu navigation can be tedious but these are minor complaints.

Megaten's best repackaged for a new generation

Shin Megami Tensei III: Nocturne is one of my favorite JRPGs of all time. It's a game I always think about and something I always bring up in conversation when I talk about what games people should play in my personal experiences. What the game lacks in story manages to excel in everything else: The world, the soundtrack, the gameplay, a game you really can't lose focus on unless you want to be punished on (at least on Hard mode). I completely understand that the initial price and what it adds and the disappointment from the longtime fans when they realized this remaster was looking more like a "port" compared to other JRPGs remasters like FFX and FFXII to the complete remakes like Xenoblade Chronicles: Definitive Edition which costs just as much or less than this version of the game at the moment. Nonetheless despite all that and the little it adds in the grand scope of things, it's Nocturne with voice acting and skill inheritance with the only caveat being Dante is replaced unless you got a DLC.

Gonna start by saying the voice acting here in the remaster is actually solid, there are some really "off" moments with I think one of the main characters not sounding appropriate for the character itself. It shines the most with the most imposing demons and bosses where you can actually feel the "power" of the demon speaking especially in the final boss and the "extra" boss after. Skill inheritance makes things a lot more convenient in terms of fusion and being able to make the demons the way you want them to the point I probably won't return to the PS2 version of Nocturne for this reason alone.

Sadly though this remaster isn't perfect or doesn't do enough to have "remaster" in the title, the game gets an upscale and widescreen support but sometimes the game uses some dynamic resolution during attacks in battles and makes things blurry albeit keeps the game smooth which is important. The game doesn't really add anything here thus being the same game content-wise to the Chronicles version at default which has Raidou and TDE which I'm alright with but it's also disappointing Dante has been relegated to DLC considering it's especially in the version the west was introduced to. The compressed music from the PS2 is still here despite the original reason the PS2 version was compressed to begin with was because of memory issues which shouldn't be a problem with modern consoles. The small nitpicks here are that sometimes when you interact with an item/person, you get a black screen for like less than second and it only got a bit annoying at most and the game only had a few slowdowns during scenes and a certain part of a dungeon but the impact is small since it only lasted a couple of seconds at most.

After 55 hours of playing the Switch version completely in portable mode, I can say the game has never crashed on me once and I was sorta expecting one at some point but it never came. For what the remaster flounders for me which isn't that much, the additions of voice acting and skill inheritance made it worth it in the end. I can say it's the better version of Nocturne but get it when it lowers in price or get it via other means if you want. Despite it all, it's still Nocturne in the end of the day and it's still one of the best JRPGs in the medium of video games.

heres to hoping they fix this but this is definitely not worth 60 dollars lmao. its a pretty lazy port with some very miniscule QoL enhancements and voice acting. you're better off just playing the ps2 version.

Shin Megami Tensei III: Nocturne es un juego especial dentro de la franquicia por lo nuevo que trajo jugablemente, aunque también resulta llamativo en narrativa. En este juego tomaremos el rol de un estudiante de secundaria que, junto con otras personas, es testigo del fin del mundo y el nacimiento de uno nuevo conocido como Vortex World, un mundo transicional que espera la llegada de un ser poderoso que le dé una forma definitiva según sus ideales. A lo largo de nuestra aventura viajaremos por este mundo postapocalíptico en busca de respuestas sobre lo ocurrido, viendo también cómo los sobrevivientes del mundo anterior forman sus propios ideales respecto a cómo debería ser el nuevo, siendo la mayoría bastante extremistas, por lo que recae en nosotros apoyar alguna de estas facciones o tomar un camino distinto dependiendo de lo que se alineen mejor con nuestra manera de pensar.

En cuanto al apartado jugable, Nocturne introduce el Press Turn Battle System, un sistema de combate que premia el uso de las debilidades de los enemigos y los ataques críticos, dándonos un turno extra si acertamos uno de dichos ataques, el cual podemos usar para curar, potenciar alguna característica de nuestro equipo, debilitar a los enemigos o seguir atacando. Así, con una buena estrategia y un equipo equilibrado, seremos capaces de vencer a los enemigos sin que llegue su turno. Eso sí, los enemigos también pueden aprovechar este sistema, y nosotros podemos perder turnos si fallamos o usamos ataques que no les afectan (aunque ellos pueden perderlos también por los mismos motivos), así que te pueden dejar muy mal parado si no sabes cómo contrarrestar esta desventaja. Si bien todo lo que mencioné del sistema de combate es fantástico, tiene un gran problema: los enemigos no son muy inteligentes y suelen cometer los mismos errores, como sería repetir los mismos ataques una y otra vez, esto hace que el juego se vuelva demasiado fácil si sabemos cómo explotar sus fallos.

Con todo y sus defectos, Nocturne es un juego que ofrece una experiencia enriquecedora en muchos aspectos, no solo por lo que ya he mencionado, sino también por su atmósfera, siendo una perfecta para un mundo lleno de demonios y peligros, explorando tanto lugares cotidianos que han sido destruidos o abandonados por la influencia demoníaca, tales como hospitales o parques, así como también locaciones sobrenaturales llenas de elementos extraños, como figuras geométricas con tintes diabólicos, teniendo como únicos habitantes algunas almas del antiguo mundo o demonios. Si te gustan los juegos que abordan temas filosóficos sobre el destino del mundo, que tienen un sistema de combate por turnos dinámico y que te sumergen en una atmósfera muy bien lograda, Nocturne es el juego ideal para ti. Por cierto, agradezco mil veces que en el HD Remaster pueda escoger a gusto las habilidades que quiero heredar a mis demonios, no quiero repetir la experiencia de estar entrando y saliendo del menú de fusiones hasta tener el resultado que quiero.

9.5/10

Soturnidade e Atmosfera.
Junto a uma imersão e uma excelente trilha sonora, nós temos uma das experiência mais memoráveis dos rpg e dos videojogos em geral.

Ainda assim, muitos podem não enxergar o brilho desse jogo e esta tudo bem, sempre existe uma segunda vez.
Muitos conceitos bem executados neste jogo fizeram a resolução que escolhi refletir bastante sobre os temas e a semântica de todo o jogo num geral. (TDE)

Vindo de smt 2, o salto que teve em tudo foi um acerto critico e se fez estonteante.

Infelizmente não hei de dizer muito, afinal eu passaria a noite toda escrevendo sobre tanto e no fim não seria o suficiente, mas como sempre decidi fazer um comentário breve sobre tal jogo.

Não é um jogo que todos vão conseguir captar a mensagem e a parábola, mas fica a recomendação a todo que queira uma experiência imersiva e conceitual.

Ok this game is cool but I got the ending I didn’t want. Going blind kinda sucks.

SMT3 me fez questionar por muitas vezes se eu realmente gosto de jrpg.

O sistema fraquezas e críticos me fizeram bater com a cabeça na parede já que os inimigos também usufruem dessa possibilidade e na maior parte do tempo, abusam dela. O encounter rate desgraçado me fez ficar de saco cheio do jogo e inumerados momentos, o backtracking das kalpas foi torturante, chefes com interações especais (sim Noah, vai se fuder) que me fizeram quase dropar o jogo.

Mas mesmo listando todas as coisas que me incomodam, ainda vejo que isso é parte inerente jogo para a experiência. Me venderam SMT3 como um jogo dificil e injusto (talvez no hard seja?) mas jogando no normal, pude ver que é um jogo justíssimo, já que consegui passar o jogo inteiro underlevel e com um Matador do 30 ao 50 até o chefe final.

Narrativa intrigante, combate satisfatório, mas principalmente um jogo muito consistente.


I don't really play many RPGs. Certainly in terms of classic turn-based menu-oriented RPGs all I have under my belt are a few generations of Pokémon, Golden Sun, and the first quarter of Chrono Trigger—most of which I played as a child. But my girlfriend talked me into playing this, and it turns out to be amazing.

More than anything else, Nocturne reminds me of deck-building games. The process of acquiring new demons, while Pokémonesque on the surface, differs substantially in the way it plays out in practice. Demons require much more XP to level than the protagonist, forcing the player to engage with the fusion mechanic. This in turn carries over skills, allowing the player to gradually craft synergistic teams while also reacting to new constraints in terms of available fusions and distinct strategies required by different bosses.

The game shines within battles as well. Its signature press-turn weakness/resistance system allows for complex sequencing of plays, and the dance of bufss, debuffs, and resets makes even weakness-free boss fights engaging.

By the end of the game, I was doing what I lovingly referred to as "ten-dimensional calculus", with dozens of fusion calculator tabs open in my browser trying to assemble the very best possible team to fight the notorious final boss of the secret ending. And in the end, my plan succeeded and I walked all over him. That's what I call videogames.

Nocturne's a 9 but this release kinda fucks with the art direction in some small ways that bother me compared to footage I've seen of the PS2 version.

Note: This is a review of the Switch HD Remaster and not the game itself.

Terrible "HD remaster" which is just a Unity wrapper around a port. Horrific frame pacing and dropped frames everywhere. Load times are ridiculously long. You're better off playing the PlayStation 2 version.

i just started so i might review this properly another day, but this is the most gender thing i have ever seen. hell yeah