Reviews from

in the past


Very enjoyable and engaging JRPG, thanks to the return of the Press-Turn system. Music was also very impressive, especially since it was not done by Shoji Meguro. Was not a fan of the Smirk system, as it rewarded those who were already being rewarded with an extra turn through dodging, getting a crit, or resisting an attack. The plot and characters were OK. The dungeon crawling was severely dumbed down, to the point where dungeons nearly felt like straight-forward hallways. Still fun overall.

Smirk is maybe the worst idea that anyone has ever had.

Maybe the real Shin Megami Tensei IV was the friends we killed along the way.

my first smt game, despite its flaws it will always have a special place in my heart for introducing me into the series that changed and saved my life

not a particularly bad game but definitely a downgrade from its predecessors. loses a lot of the hardcore appeal that smt is known for due to the ability to save anywhere and the fusion being significantly dumbed down (any demon can inherit anything now). disappointingly easy for a mainline title


Probably the most perplexing case of 'compromise' between classic and modern smt developers.

Hand's down the best game in the franchise. And one of my favorite JRPGs. Featuring streamlined super polished game play. It's the MegaTen formula perfected. Making one of the most fun games to play and replay in the series.

The first Shin Megami Tensei game I've played and the first of the new team's take on a mainline Shin Megami(supposedly). It really is a great amalgamation of concepts even if some of them are underdeveloped. It's take on post apocalyptic cyberpunk world sprinkled in with western and eastern mythologies is really one of the most unique things I have experienced. The unrelenting and grueling press turn system makes a return and makes boss fights and even some mundane fights adrenaline pumping. The themes/alignments of law, neutral, and chaos and how each factions are associated with them and their philosophies are a good treat to explore. The plot may feel a bit rushed towards the end and may leave some plot threads hanging but the sheer creativity in its concepts is enough to make a good impression and something that can make one think. Great JRPG for the 3ds if not one of the best. Did I mention it has best soundtrack out of all the mainline SMT games?

Nowhere near Atlus' best but still a solid entry.

The difficulty curve here might be the worst in the main series, it starts really hard and as the game goes on it gets easier (until the final dungeon anyway).

I still think it's a really good game and a fine entry in the SMT series, I think it gets going when you arrive to Tokyo.

amazing game. only complaint is map navigation was kinda ass at times.

A fun time! I love it and would recommend it to anyone looking to get into the series! It's an awesome game for the JRPG enthusiast. Great for multiple runs as it has the staple of different routes within the SMT series. Interesting characters, great gameplay but some difficulty that will most certainly kick you square in the face if you are not readily prepared. Do you have what it takes to make the tough decisions? Well come along and play this gem on the 3DS!

Some people will tell you that this game sucks. Don't listen to them.
This is a good SMT, not perfect, not the best, but is good. The skill inheretance system of 3 is gone and now you are free to choose what skills you like on your demons.
Now, the story and characters are the weaker aspect of the game. It takes some time to get going and it suffers from what I call Bioware morality, where throwing an empty bag of cheetos on the street makes you Satan and saying hello to your mom makes you Catholic, so try going for a neutral ending so you can at least beat both assholes.

Great game that brought back the press turn system and gave us a killer soundtrack. One of the best on the 3ds!

My first modern SMT game, I think. The story was alright but the alignment system is pretty wack, requiring you to manage an invisible point system affected by almost every dialogue choice you make.

The gameplay is fun, though getting money feels like a chore. The dungeons kinda suck and are often too short.

Eu detesto jogo de RPG com combate em primeira pessoa. Dito isto, a temática adulta de SMTIV e o sistema de combate baseado em exploração de fraquezas é bastante divertido, mantendo os combates sempre intrigantes e desafiadores, exigindo mais atenção do que apenas selecionar ataque básico o tempo todo.

Não curto o sistema de múltiplos finais, e pra piorar o melhor final é complicado de fazer, pois precisa ficar ligado de uma pontuação invisível de Ordem/Caos pra acertar a neutralidade.

apart from some very early difficulty spikes, and some prayers to RNGsus the story is amazing, combat is really satisfying and complex enough to keep you hooked I guess. also spoiler alert, pray you don't get walter during the minotaur battle or you will die.

Balls to the wall gameplay where you either win or die in one turn. Extremely satisfying and addictive game, the story and the writing are also really really good. It's not character-based so they don't get too much development but the worldbuilding, dialogue and the general direction is still incredible, not to mention the OST

EL DARK SOULS DE PERSOLe pegan un tiro

La verdad es que aunque es una comparación odiosa no puedo decir que sea totalmente incorrecta. Quita toda la interacción social de Persona, añade mazmorras mucho más duras con un combate más exigente y una historia más filosófica.

Pretty good but I felt like something was missing

really good overall, but i will say that the mid stretch of the game far empowers the rest of it. the beginning and ending are lackluster in comparison, and at least on neutral, it kinda goes on for too long. but like, the mid stretch (from reverse hills up to like monochrome forest) is fucking incredible and some of the best atlus has to offer.

one of the most common criticisms by longtime megaten fans is the mismatched artstyle and weird guest art, but i... kinda like that about it, in a weird way. knowing that there are demons out there with such disparate designs weirdly adds to the atmosphere. some of the designs are really bad, admittedly, but i almost think they're good because they're bad.

An engrossing cyber-fantasy-apocalypse narrative with buttery smooth turn-based gameplay, (SMT, as always, remains one of the most fun turn-based JRPGs out there), but I initially fucked up on getting the ending I actually wanted. This led to me just going for the Nihilist ending and dropping it for years. I did have an earlier save that was far enough back to secure the Neutral ending with some different choices, but I didn't feel like replaying those hours of content for a long time. When I finally committed to getting a proper ending, during boss fights or setpiece story moments, I was regularly reminded of how successful this game is at delivering both fun gameplay and powerful vibes (even if some of the characterizations get a bit cartoonish, undermining the plot's heavy moral themes; the very concept of "alignment reps" seems antithetical to making believable, fleshed-out, independently-motivated characters). The atmosphere of its decrepit, demonic world is sold almost entirely on its presentation. The character and monster designs look great, and the visual style of the world is appropriately gritty and mishmashed. But the real standout is its soundtrack, which punches so far above its weight class, it's hard to believe it came from some niche 3DS game that you can't even buy anymore.

Those mostly-good feelings were somewhat tarnished by how getting the Neutral ending nearly demands using a guide and feels like doing taxes. I managed with some trial and error and some foreknowledge about how alignment is tracked, but man. I kind of wish I had just committed to Law or Chaos instead, but the story just didn't give me enough to chew on with either to feel satisfied locking into them. On top of the Neutral ending being weirdly tough to unlock, it interrupts your momentum in the home stretch to make you to perform a bunch of repetitive sidequests. Adding insult to injury, the game offers no signposting as to which ones you actually need to do or where to get them (thanks Gamefaqs), so the pacing takes a nosedive here.

And speaking of signposting, navigating Tokyo without an eidetic memory is a slog. While most of the "dungeons" in this game, a Shin Megami Tensei mainstay, are drastically reduced in scale, complexity, and variety compared to earlier entries, the overworld itself feels like its own inescapable megadungeon. The map has essentially no labeling, and you can't move the camera to see regions of the map beyond the one you're in. There is a fast travel system, but it's a menu with no visual indication of where each terminal will spit you out, so it's only useful if you Google a map or have the geography of Tokyo memorized. Roads might look like they connect at a glance, but actually have indistinguishable grey rubble blocking the most convenient path. Buildings which connect regions of the overworld aren't always obvious. I don't always mind getting lost every now and then in a game, but the process of getting lost needs to be fun. SMT IV is not a Metroidvania, and its overworld design is nowhere near as distinctive, memorable, or well-designed as a good one. The aforementioned final stretch of the Neutral path, which involves substantial time spent running between previously-explored areas to perform menial labor, is made ten times more sluggish by this labyrinthine map combined with constant encounters against low level enemies. They're not a threat most of the time; it just takes far too long to fast-forward through inconsequential fights to not feel like padding. There is a demon ability which lets you one-shot lower-level fights without entering combat, but it requires a conscious effort to fuse or keep around a demon who has it, on top of manually applying it any time you need it. The inconvenience of this convenience feature counters much of the utility it might have, so I rarely bothered.

Or, if things do get tough again, you'll have to sit through an interminable dialogue with Charon just to get back to playing again. Every time you die. It's so long that, if you have a recent save and don't feel like spending Macca or 3DS Play Coins (yeah), it's faster to just close the game and relaunch it. I actually quite like that the game can be challenging (even if this mainly only applies near the beginning and end of the story). I like that boss fights encourage you to experiment to figure out their weaknesses and attack patterns (even if the press-turn and smirk systems punish this experimentation sometimes, making the optimal strategy involve testing a boss's weaknesses before you inevitably die and reload to actually take advantage of them). I love that you have to really understand and interact with the game's mechanics to get an edge, lest you be punished for stumbling into an enemy's resistances or end up unprepared to handle their debuffs. But it's absolutely mind-boggling that a game which needs you to be okay with dying periodically--or even repeatedly against the hardest enemies--makes something as basic as loading your last save take ages.

I am obsessed with player agency and getting to influence a narrative with my choices--so naturally, I love RPGs. Of course, JRPGs that do this are a rare treat. Still, SMT IV runs into an issue that I've seen in some other JRPGs with choice: it's just not as deep as I would like. The aforementioned multiple (non-Nihilist) endings, while a cool concept, ultimately boil down to a math problem--did you make more Law or Chaos choices, or did you hit the sweet spot for Neutral?--without much in the way of alternate quest resolution or branching paths. There is no causal link between any individual choice and the outcome you get at the end of the game, which makes the consequences of each different ending feel a bit disconnected and arbitrary. This isn't objectively horrible (there are plenty of completely linear games that still end up being great, and SMT IV is more liberating than that), so I won't judge the game for not meeting benchmarks it never aimed for. Still, I can't help but feel like an SMT game with CRPG narrative sensibilities would be the coolest game in the world. (Tangent: I played Pillars of Eternity 2 recently, and it would make for a great SMT game if it were set in apocalyptic Tokyo instead of fantasy-pirate-land--that game's themes, especially regarding the role of the divine in human governance, mirror SMT's law-neutral-chaos divide shockingly well.) Maybe SMT IV would be better if it were about half as long but twice as reactive to your choices. That would certainly alleviate most of my padding and pacing concerns.

All in all, SMT IV is a decidedly not-perfect greatest hits album of themes, demons, mechanics, and plot elements from previous mainline SMT games. The new stuff--like the soundtrack, visuals, quality-of-life adjustments, and main characters, are all great, but also feel like they could have shined more unshackled from the genre and formula expectations of a decades-old RPG franchise. Still, for me, it was a slick and strong introduction to what makes SMT tick. It might not be the best JRPG in the world, but it's certainly one of the coolest.

Just some post-apocalyptic cyberpunk goodness. It's a good mix of old and new SMT with fun and streamlined combat, though earlygame can be very painful to get through. Story is certainly lacking in some parts but it doesn't detract much from the experience. Definitely one of the best 3DS RPGs.

An amazing experience dripping with atmosphere. SMT IV gives a unique take on the recurring Tokyo post apocalypse theme of SMT by adding the Kingdom of Mikado on top of it, and the result is a very unique world which mixes a medieval-like setting with a modern post apocalyptic city and godlike soundtrack that combines Samurai themes with Cyberpunk perfectly. A refined Press Turn System and the solid core gameplay of the series is the icing of the cake. Definetly the best place to start with the series if you're curious about it.

You ever try being a nice person and accidentally become Catholic


i had a salty blast with this game. the beginning absolutely kicked my ass, but once you get past that it's super fun and just another damn fun mainline game. the new app point system is convenient and makes you have an even stronger sense of progression, and all of your demons receiving exp is a godsend. i hated the story at first, but when i played the game again, i had this love for it. a good followup, but not as strong as SMT3.

amazing game, only held back by its declining difficulty curve and lackluster final act

The best thing about this game is the world building. Atlus manages to explain every aspect of this post-apocalyptic demon hellscape Tokyo so well that it's completely believable. However, the writing does falter when it comes to the actual characters. While there is some fun character moments, like Isabeau's quest for manga, the characters still amount to little more than ideaological mouthpieces. The neutral ending also kind of sucks in that it's just the chaos and law endings cut together with an extra little scene.

Not much else to complain about though. All the gameplay systems are great and make for a much smoother experience than games like Nocturne. The soundtrack, while a pretty big departure from Shoji Meguro's style, fucking rules.

One of the best games on the 3DS for sure, hope it gets a Switch or PC port someday.

An awesome JRPG that I will definitely master, my first endin has being the chaos one and I've loved it very much!