Reviews from

in the past


Las buenas aventuras del semio-oscuro.
Con dante de El demonío todavía llora.
Y el Chavo.

This is it chief

JRPG adventure dripping with atmosphere that doesn’t hold your hand and has a lot to say philosophically. The soundtrack is peak and tells a story. Not quite as difficult as some say, but the challenge the turn-based battles pushes the player to swap demons/magatama and maybe use moves they’ve thought previously irrelevant. Some may find the dungeon design frustrating and tedious, found it engaging and challenging. As someone coming from Persona, I much prefer the press turn system over the one more. Dodging or nullifying attacks has a huge impact on battles, making strategic decisions more satisfying than in Persona. This is my first non Persona SMT game and I’m in love.

10/10

This game has one of the best turn based combat systems in gaming, story is great, fusion system is fun and dungeons are best in the series. My favorite PS2 Jrpg

The turning point of Megami Tensei, the game that turned what was just a good franchise into the peak of JRPGs, this is the birth of the best combat the genre has ever seen, along with great environmental story-telling and well structured philosophical themes, accompanied by great music, Nocturne is in a place in the history of art where few things belong.

True Demon Ending + All Magatamas

Nunca foi tão prazeroso socar a cara de Lucifer de bermuda e tênis


it's quite funny how the best main SMT entry is the one with the less connections to the core ideas of the series

game is not nearly half as hard as people say it is, but still hates you.

"How can i expect to shape the world when i can't even shape my own life...?"

Eu poderia escrever uma baita review filosófica sobre cada conceito existencialista da obra, mas me conterei a comentar sobre os principais fatores técnicos e minhas opiniões.
Sua maior qualidade, após sua gameplay, é o seu "World Building", em seu maior significado, afinal, a obra é sobre a construção de um mundo. É irônico o contraste de uma execução tão viva em um mundo tão morto, é lindo como tudo se mistura a esse simples fator, sua temática vazia, desde seu visual, expressando uma mistura de terror com isolamento, cinza em grande parte, e perfeitamente imersivo; sua música, que transita entre o rock/metal emocionante para o melódico desconfortante; seus personagens, com opiniões próprias sobre o mundo atual e como deveria ser moldado, além das almas e monstros, bem humorados e únicos em interação; e até mesmo seu sistema de gameplay, onde você consegue transformar inimigos em aliados, após essa destruição, sociedades de monstros foram criadas, todas com bases instintivas, ao precisar de alguém, você conversa com ele, o chama, o ameaça, o convence para que ele lhe ajude, até mesmo seu sistema combina com sua temática de desespero após tal evento, de alguma forma lidar com a situação atual.
Sua gameplay é perfeita, disparadamente a melhor de JRPG's que já joguei, com seu sistema de "Press Turns", levemente complexo mas que quando aprendido se torna satisfatório de executar, saber todas as formas de ganhar press turns e se aproveitar disso, batendo em fraqueza, utilizando buffs e debuffs, esquivando, executando o máximo proporcionado pelo combate. É um sistema que o jogo lhe apresenta e o obriga a aprende-lo, gosto como é uma moeda de dois lados, onde os inimigos também se aproveitam do mesmo que você pode fazer, e caso você não se aproveite, o inimigo se aproveitará. Destaco suas boss battles, afinal, são inúmeras, e a grande maioria extremamente bem feitas, em especial as dos candelabros; e novamente elogiando a OST, que transmite bem a emoção necessária para todas as lutas. Eu poderia falar sobre o sistema do Cathedral of Shadows, mas seria tedioso demais de ler, apenas concluo que também é executado de ótima maneira, tendo como único problema o que corrigiram no remaster, que é a escolha das skills.
Seu texto em geral é simples, porém profundo e denso, inserindo perfeitamente o jogador naquele mundo, expressado muito pelo ambiente e seus habitantes. Como dito antes, a obra é sobre a construção de um novo mundo após o fim do anterior, e cabe a você ver a opinião de cada personagem e decidir qual deles você acha que propõe um mundo melhor, qual deles oferece a melhor "reason"; já vi dizerem que as reasons são radicais e imbecis, mas todas eu acho cabíveis e otimamente justificáveis baseado no personagem que as oferece, o que os levou a pensar naquela forma, até mesmo as que acho impossíveis de concordar, como a da Chiaki, há um bom subtexto para tal. Preciso dar um destaque para a melhor personagem, a Yuko, que passa por um texto muito bonito de descobrimento e autorreflexão, com seus pensamentos para o mundo sendo refletidos em si mesma, além da evolução gradual dela.
Seu visual, feito pelo great Kazuma Kaneko, além de ajudar na coesão temática, também carrega uma identidade muito boa, com bases religiosas e alegóricas, como no design nos demônios e personagens, sendo extremamente estiloso e expressivo; suas dungeons também, que executam muito mais do que o padrão "ir do ponto A ao ponto B", com individualidades, bom visual e bons enigmas (há um ou outro que são um saco, mas no geral gosto deles).
Eu, como fã de DMC, tenho uma necessidade extrema de dedicar um parágrafo para a existência do Dante nesse game. Otimamente bem caracterizado, ironicamente mais bem caracterizado do que no DMC2, junto de cada referência visual em seus ataques ser muito legal para um fã da franquia, além de ser um ótimo personagem para se ter na party.

Para mim (Deus do skill issue) em grande parte foi uma experiência meio irritante mas é um jogo bonito com uma historinha legal então eu não fico taaao miserável assim de ter jogado ele

one of my favourite jrpg's of all time, incredibly strong and oppressive atmosphere and great story, great zoomer filter for jrpg newcomers too and to find out which megaten fans regurgitate the same three talking points

One of the greatest RPG's I've ever played, natch. Great mechanics, flexible character building that gives you a decent amount options to approach any situation, brilliant soundtrack and a really striking visual style. It's definitely not for everyone, and I'd probably sooner recommend the similar but far less sadistic Digital Devil Saga to new players, but if you appreciate the style of RPG on display here it's just about perfect. High recommend to anyone who likes the franchise.

unmatched. 40 hours of the most fun and engaging jrpg gameplay imaginable wrapped around a story + atmosphere that still feel completely singular 20 years later. stupidly gorgeous and tightly directed all the way through

fazer a true demon ending desse game concerteza foi uma experiência, a batalha final foi uma das melhores experiências que eu já tive jogando um videogame.

uma obra prima da atlus incrível esse jogo ser de 2003.

Atlus inventou o Japão pra vender JRPG

It's my favorite game of all time. Period. The mood, atmosphere, music, press turn system in combat, mazes, bosses. Everything is great.

Altrough it's not perfect. There might be some bullshit moments here and there, a bit unfair at times. But you can also use for your advantage against the enemies, even bosses.

The Kalpa levels are nerve breaking mazes. That's what I want, a challenge. This game delivers big, I love it. And the TDE (for the ones that know what I'm talking about) that's perfect for our character. It's total Dark-Chaos.

In short, it's perfect for me.

Took me around 35h to complete so it's not a big RPG.

Eu nunca joguei um jogo tão ruim na minha vida. A nota tá alta, claro, ele tá dentre os meus favoritos jogos jogados, eu aqui me refiro a "ruim" num sentindo vulgarizado da palavra, aquele "ruim" a quem populares, habitantes do Brasil de base (ou "Brasil profundo"....) se referem, o "ruim" antônimo de "bom". O dialeto popular comunica sem complicações e arrodeios — gosto bastante dele — e vem super a calhar porque a forma como esse jogo é "mau" não é gráfica, ela é espiritual, acionando assim essa memória religiosa que origina o termo; a atmosfera de Nocturne é de um pleno apocalipse, a narrativa é conduzida através de plot points setados por decisões baseadas em egoísmo, ganância e orgulho, não há virtuosidade em Shin Megami Tensei III, o jogo começa te introduzindo a uma guerra aonde o bem perdeu e não parece que possa se fazer muita coisa a respeito, ou então que talvez nunca tenha existido esse tal lado; mesmo em canecido branco, pálido, nocturne não parece existir a luz e brilho que conhecemos, isso é um elogio, e não se fala em outra coisa quando se toca nesse jogo, subcomunidades internet a dentro, porque existe um forte culto em torno de todos os aspectos desse jogo a nerdaida não poupar elogios ao falar da direção de arte e como ela é incrível; sobre história também e ela é bem maneira sim, como dei a entender agora etc.; trilha sonora? sou todo ouvidos!.. mas, irmão, a gameplay disso aqui que é a melhor coisa, eu nunca conceberia um jogo de turno tão foda nesse aspecto — satânica máquina de eficiente entretenimento.
Ele é difícil, mas te educa, de uma forma tão rígida que beira ao criminoso nos remetendo àquelas histórias "Você acha que seu pai é ruim? a pois o meu me batia de cipó de goiabeira..." que os nossos avós nos contavam— em referência ao tal Brasil profundo aqui supracitado.
O beabá é mais ou menos esse aqui: um boss é extraoirdinariamente filho da puta contigo, abusa de mecânicas que o jogo não te ensinou, você morre, você bola uma estratégia para vencer ele, você morre mas vê que pode dar certo, você passa: real senso de mérito. Há uma liberdade gigantesca para o jogador moldar seu personagem e os demônios da sua party a partir de skills e o sistema de fusão, pena que ele é pouco acessível e eu realmente recomendo o uso de sites com a calculadora de fusão e os demônios para jogar; dominar bem essas mecânicas e conseguir derrotar os bosses te dá um senso domínio tão forte e esse aspecto da gameplay é refletido na narrativa: true demon ending.

Got the TDE and all the magatamas.

Pros:
- Amazing atmosphere and character/demons design.
- Superb combat system (also worth noting it was the one that introduced the Press Turn System).
- Nice difficulty level, it can be challenging at times but this makes for a rewarding experience.
- Great boss battles.
- Dark story with multiple endings executed in a nice way. I like the fact that it's barebones so it doesn't get in the way of the combat and having fun but at the same time the few occasions the game focuses on the story it feels meaningful.
- Featuring Dante from the Devil May Cry series.

Cons:
- I don't have a problem with random encounters per se but when the encounter rate is as high as in Nocturne it makes for a frustrating experience and breaks the pace of the game. There was one time where I literally had 6 encounters going from the stairs outside Mantra HQ to the save point in Ikebukuro (maybe 15 steps?), really? Estoma doesn't work nearly as well as it should to counter this.
- There's some frustrating dungeons throughout the game (the last one for example) where you need to find the correct way to go by a lot of trial and error rather than by some clever gimmick. I wouldn't have a problem with this but a high encounter rate doesn't mix well with trial and error design.
- Music is good but it's compressed af.

This game is amazing. It genuinely feels so different from anything I have ever played and I mean that in a good way. Just to put it into simple terms I didn’t even know what to play after beating it. The true demon ending is one of my favorite routes in any game and I loved the combat probably my favorite form of turn based ever.

the kalpa levels are the devil, and the classic smt maze / puzzle level... but otherwise my favorite SMT by a mile. visual design, story, atmosphere, characterization are all quite good. the gameplay is... well you know what you are getting into. man some of the bosses are so devious though i am having war flashbacks just typing this rn. stop giving yourself extra turns stop it this is not fairrrrr

If you gave this anything below 4 stars, you got filtered

It's really interesting to think that Atlus apparently wasn't thinking about continuing their mainline Shin Megami Tensei series after the completion of If. That explains a fair bit about why this game, in a lot of ways, feels like a reboot of the series. This is also not to forget that the team wanted to make this game the best it could be and not miss any marks in its potential. Generally speaking, this is a goal most developers have, but it's not uncommon to see pitfalls in the end result because of missing time, skills, and the like. Nocturne was fortunately afforded all of these, and so with its lengthy period of conception and development, its small team made way for a game that's near-perfect to me in a lot of ways. It still has a few slight issues, but none that I can really hold against it.

In fact, it's a little tricky to put into words what I really like about this game outside of the excellent gameplay. The game at a lot of points feels more akin to an introverted experience that one might keep to themselves than one that can be broken down in a myriad fashion and shouted from the rooftops. Much of that comes from the deliberate atmosphere that the game has and I really adore it for that; more games ought to have this sense of comforting isolation. Some of the other SMT games do have it to some degree, but this one is the most overt out of the ones I have played thus far. It also makes jokes related to this game an all the more apt juxtaposition, like this ad for it G4TV once aired.

SMT games did struggle to keep gameplay fresh for a little bit. New entries during the fifth generation still boiled down to the simple demon summoning and fusion mechanics with standard turn-based gameplay that maybe had some odd alterations mixed in (see Devil Summoner with the loyalty system). Compared to what Final Fantasy was doing with each entry then, it made the series look a little barebones in comparison. However, Nocturne introduced the press turn system which has become a mainstay for the mainline games; seeing some additional use in that mobile game DX2 and the Digital Devil Saga games as well. Maybe it's a little weird to get the hang of initially, but that confusion shouldn't last long. Fundamentally, your entire party has a shared set of turns they can use, and certain outcomes can extend or reduce how long the player phase goes on for. Normally this would just be one turn per party member, but you can get fancier than that. Things like passing a turn, getting a critical hit, or getting at an enemy's weakness will count as half of a turn letting you move an additional time. On the other hand, having moves miss, be reflected, drained, or nullified will use up more than one turn; sometimes all of them. There's a little more nuance to it besides that, but in the end it's a rather simple idea that can lead to really fun (or devastating) outcomes. It all depends on how you've built your team and strategize. Well, mostly, there's still the standard randomness typically seen in an RPG, of course.

The player character, Demi-fiend, is treated like a blank slate to build stats and moves on. You can choose a stat of his to raise on leveling up, but in addition can also find magatamas throughout that give you certain resistances to swap out and moves to add to your skill list. Some of these are much harder to get than others, but most of the practical ones not so much. Many of them can be bought from stores or by doing a neat side quest, and it's not required to get them all. Though, the final one you get for collecting the first 24 is absolutely busted, despite you getting it really late in the game and having to suffer through the Puzzle Boy minigame to get it. Said minigame is an homage to Atlus' old puzzle series of the same name (in Japan at least). I like those games from the little bit I've played, but you have to do 20 stages in one go and they get very challenging. The option to get back to the normal game and resume later on would have been cool, but that's beside the point. Magatamas are handy, and make for great team customization.

It's also rather common for RPGs to include elements that intend to add complexity to their games that either don't do anything or push the complexity into convolution. A balancing issue between breadth and depth, perhaps. But this game is rather impressive for having this yet never feeling too overwhelming by allowing a variety of strategies to be viable within a rather simple framework. It also makes good use of pretty much every aspect of the game's systems. One that jumps out at me the most (that I hadn't mentioned already) is that auto battle is actually useful. Especially the case since it's speedy and physical attacks are a solid neutral option oftentimes. I'm not the biggest RPG buff, but as far as I know, systems like that are usually not very helpful unless you wanna die. A couple pitfalls come from the Luck stat on the Demi-fiend not being very handy since it just lowers the chance of being cursed by your magatama, which itself is already pretty rare. Demon negotiations are also a bit weaker in this game. They're much more simplified to the point where scoring a new demon to summon hilariously becomes almost complete chance, save for a few instant recruit scenarios (i.e. some skills fare better depending on who is talking to whom). It's pretty funny to joke about, but when you actually have to deal with it and demons start robbing you of your items and macca, not so much. I do think it was nice that they wanted to make it more accessible to newer players, but the overreliance on randomness makes things a bit annoying. Similarly, demon fusion is great as usual, and lets you choose which moves you can transfer, but not really. In order to get some combination of skills you want in a demon, you have to go in and out of the menu until the fusion preview randomly selects the ones you want. I don't think manipulating this was intentional at all though, as they probably would have implemented choosing skills directly if so. So having to game that system slightly is an annoyance, particularly since lower-level skills like Kidnap and Pester are more likely to be selected, and personally I don't want more demons with negotiation skills.

In fact, practically all of the minor quality of life peeves I have are addressed in the Hardtype mod. Cool! It's a much more technical version as well, but it's also still got the random skill transfers which I'd imagine would make me want to vomit a bit when preparing for some of the late-game encounters. The recent remaster does outright fix that though, but it also looks like it has more things that would aggravate me personally, like the battle music still being compressed when it doesn't need to be. Thus, I'll likely still prefer this version over it.

The setting in this game is also fascinating. This game uses a contemporary world, but, whoops spoilers, the world (i.e. Tokyo) "ends" in the first couple minutes of the game, and its remains become this surreal spherical landscape called the Vortex World. Old places like Shibuya and the Diet Building are warped, not beyond recognition, but far beyond how they would have originally felt. Nearly everyone from the previous world died, so the NPCs are primarily demons, human-like creatures called Manikins, and the spirits of the dead. That description on paper probably sounds hellish, but like I said earlier there's a rather comforting feeling to it. Series artist, Kazuma Kaneko, envisioned the player running around the desert naked, and exploring the world map isn't too far off from that. Many of the locations also have aspects of Buddhism, Gnosticism, and then some in their appearance, and it makes every dungeon ooze with memorability. Kabukicho and the Obelisk are usually first to come to mind for me, and I really think the Amala Network's look would make for a trippy interior in a hotel. There are a lot of strange things like this and such that are never fully explained. They just exist as idiosyncratic phenomena. And of course, I'd be remiss to forget mentioning the outstanding soundtrack by Shoji Meguro, Toshiko Tasaki, and Kenichi Tsuchiya. There is not a single song in it that isn't solid; even the ambience tracks used are perfect. An excellent OST for playing on the go, for sure.

Earlier games played more with the idea of a law vs. chaos setting, but this game leans much more into the chaos side, leaving it to the player to choose which of three doctrines will govern the world (called Reasons). You also have several options for rejecting them as well, making for six possible endings. Gameplay-wise, they don't affect too much save for changing which of the bosses you fight near the end. The exception being the True Demon Ending which requires you beat an extra dungeon that's available to you closer to the start of the game. For the most part, the game gives you positives and negatives for every outcome which makes the decisions feel nonjudgmental and respected. There's no definitive best ending, and only what you decide to make of them. The closest one to a bad ending being the one I accidentally got this time around, which is pretty funny, so I give it a pass. The cast of characters is also very small and major cutscenes are kept to a minimum, which gives things a little less intimacy, but they're always cool and visually remarkable. I find it interesting that the aforementioned remaster gives the cutscenes voice acting; not a downside most likely, but I do think this a rare example of a modern game that benefits from not having any there.

I do also find it interesting that this game gave this series its reputation for being tough as nails. The developers designed much of this game for accessibility and it shows since it's rarely tedious, however it does require you to play by its rules. Matador is the first boss that really makes that apparent. If you're focusing on having a higher level, you're probably still going to have a hard time because the more efficient way to play is by crafting a team that can take the most advantage of the press turn system in a given fight. Once you understand that, the game is rather doable. Of course, I often still died a lot. Partly because the sort of creative gimmick each boss has requires a different strategic approach, and partly because sometimes the game just feels like picking on you.

The original Japanese version of Nocturne didn't include any of the parts related to the True Demon Ending. Those were all added into the definitive version subtitled Maniax, which was the version that ended up being localized for the West. Out of all of the definitive versions of Atlus games I've played, this is the only one that doesn't make changes and additions that feel overly jarring and out of place. The exception to this being Dante/Raidou's inclusion. Though that "Featuring Dante from the Devil May Cry" series badge on the European cover is legendary, so I'll take it.

Unsurprisingly, with how long the development of this game was, there's a ton of unused stuff. A handful of unused songs, dungeons that look trippier than the ones in the final release, and a UI that looks closer to the ones seen in the fifth-gen SMT games just to list a few. It looked like a completely different game, and I'm glad the developers have showcased early development on it, even if there's no prototype builds publicly accessible. I find this to be an excellent game as it fosters a unique style and never slacks on substantial gameplay. I think with the next playthrough I might finally go for the hard difficulty (not the Hardtype mod). It's just for a good challenge, but hopefully changes like not being able to run from battle and items costing thrice as much don't drive me nuts. After all, this game would never take advantage of my innate gullibility.

This review contains spoilers

LOCAL BOY PUNCHES HIS WAY TO THE THRONE OF HELL, KILLS HIS FRIENDS AND ROMANCES A PIXIE

After II, you'd be forgiven for thinking the series had nowhere else to go. That was until Atlus had the genius idea to set it in a chaotic world in opposition to II's lawful one.

And it does feel chaotic. Powerful enemies can show up out of nowhere, might rules the day and you will feel overwhelmed. It's even reflected by the narrative, where you have to choose a philosophy to reshape the world, but all are morally gray and none of them are your own.

This game pioneered the Press Turn system which has been used by several games since. Of course you have to mention Kaneko's art and Meguro's soundtrack too. There's just so much to admire here.

The Persona series may be more accessible but Nocturne has it beat in sheer originality. I love, love, love this game.

demi those Jordans are fake as FUCK


Quite possibly the most important JRPG title to be released by ATLUS, it played a huge part in their identity standing out in the western market which lead to the major successes of SMT:Persona 3 and the following ATLUS games.
It's extremely difficult combat and luck based outcomes make this game unplayable by many, but learning how to make the perfect Demi-Fiend and team is extremely fun to me and I'm not a huge fan of overly difficult games.
The atmosphere, art style, and music is largely unmatched by anything other than it's sequels, it is an artist's paradise to pick through it all. It's small but great story is also fantastic, every ending was a blast to go through even 20 years later.

Seeing my friends talk about this game makes me feel like I'm in an alternate universe where the main pieces of praise for this game were its narrative and philosophical elements, when that's far from the game's main focus and actual strengths.

I gotta go finish this game before someone figures out I'm an SMT poser

I first played this when I was 10 and felt it looked hella scary. But then I tried it again the next year and while I had trouble with Matador and got a bit traumatized at that Sakahagi scene I eventually made it... except I got the worst ending and didn't even get to fight against Kagutsuchi. So yeah, nocturne was highly influential to me and I believe it is partly to blame for my taste in strange/obscure games, even though nowadays it's pretty popular.

For starters, the turn-based combat flows well and manages to be both complex and quick, its also one of the few jrpgs where the random encounters aren't just pushovers- not only the enemies can use dangerous skills, more demons can show up after you defeat the first group and kick your ass. The bosses are simply great. The dungeons are smaller and built differently compared to the labyrinths of grid based 1st person dungeon crawlers, but without sacrificing complexity, plus most dungeons have an unique gimmick and both music and visuals are top tier. Seriously, there was so much effort put into nocturne that with all the music unique variations you get more than 200 tracks.

The storytelling is super minimalist, but every event is extremely well directed and feels like a reward for going through these long dungeons... also they are weird and alien-like compared to both past and recent SMT games. Nocturne feels more like Kaneko doing his own thing, and that's fucking great imo. Looking at SMT V, I feel like modern atlus doesn't really get this game at all.

And the fusion system is more complex compared to the snes/ps1 games, but the game is not overly reliant on it like in IV- you can go through whole dungeons with the same group and the game encourages you to actually try defeating the bosses with what you already have instead of just fusing a bunch of element resistant demons every single time you have trouble, also since the skill inheritance is random you can never fully replace a demon and every playthrough ends up feeling fairly different.

Still my favorite JRPG.