possibly my favorite jrpg of all time. nocturne is a great starting point for any newbies as it teaches the ropes to you while also not holding your hand. i feel some people exaggerate on how hard this is, as it depends on how you build demifiend and his party. the gameplay is exhilarating, and every fight keeps you on the edge of your seat because any fight will screw you over if you´re not careful. the chaos/neutral/law reps for this game were great, they were really good (possible) antagonists depending on routes you took. the soundtrack is also really unique, loved a lot of the tracks and they never felt repetitive or dull. my only complaint are the kalpas and the dungeons towards the end of the game, they felt like huge mazes that were annoying and not fun at all unless you had a guide. but nontheless this is a great entry for megaten, and jrpg´s as a whole.
I absolutely loved this game. I still prefer SMT IV and P4G maybe due to bias, but I loved my experience playing through this game and it probably had my favorite bosses in the series. you play as a high school student living in Tokyo where you're one of the last of the surviving world during "the conception" through 4 other characters you find your reason to shape this new world. while the story was minimalist I enjoyed it a lot and the atmosphere of tokyo really showed how stranded the world felt after going through the conception, and some of the atmosphere makes you feel like you're a lonely man on a mission to find your reason. the gameplay is easily the best part as it introduced the press turn system which is my favorite combat system in an rpg, it's insanely fun to negotiate and fuse demons in this system and experience the buff/debuff fast paced combat the press turn allows for. the dungeons aren't the greatest and do have some evil design in them but the combat keeps you engaged throughout the dungeons so you don't notice it too much, and the soundtrack of this game is very good despite being weird and distorted like at times. plus that guitar riff really nails during the normal battle theme
overall I'd say it's one of my favorite games on the Playstation 2. easily became one of my favorite rpgs of all time and possibly one of my favorite games of all time
overall I'd say it's one of my favorite games on the Playstation 2. easily became one of my favorite rpgs of all time and possibly one of my favorite games of all time
Really fun JRPG that doesn't treat you like an idiot (it will punish you if you decide to not play with at least 3 brain cells), but there are a few fights I don't like (looking at you, Noah).
Anyway, don't buy the remaster unless you strictly don't want to emulate. Remaster is not worth its price (£45 for an 18 year old game? Fucking really???), the original game (ideally the maniax chronicles version, because Raidou has Pierce which is important for a certain fight, and this version has an ENG patch).
Anyway, don't buy the remaster unless you strictly don't want to emulate. Remaster is not worth its price (£45 for an 18 year old game? Fucking really???), the original game (ideally the maniax chronicles version, because Raidou has Pierce which is important for a certain fight, and this version has an ENG patch).
This review contains spoilers
true demon ending is the unequivocal favorite amongst nocturne's admirers. given the heavy signposting in the early game, its gameplay density, and its sensational finale i get it. i can't scoff at people for picking an option that, within the context of maniax, is the safest and most logical course of action. but, if we ground ourselves within the confines of vanilla nocturne, a space in which the stance of toppling the very concept of samsara is nonexistent, we open its narrative up to more negotiable interpretations that wedges well with the rest of the franchise motifs. interpretations that get cloaked under the shadow of the extravagant, dante-flaunting rerelease. conversations the western audience never got to have, lost in translation by the glory of fighting the great will itself.
the vortex world carries itself with an ambiance of cynicism; without fail, the conception has occurred not by the hand of divine intervention but from the hearts of the despairing and bitter. an undercurrent of idealism, pessimism, and nihilism prevails through the every day, and deconstructing and remodeling what some perceive as the vices of it is how we settle these mental qualms. it’s how we’ve always progressed, in a world rifted in systematic malevolency it's the only endpoint and the conception acts as a natural materialization of this custom. thusly, when we glance at the psychotic ramblings of aradia we wonder why one would have faith in such degeneracy. why partaken in a journey to actualize a new vision of the world just to go back to the norm? it's all the more reducted by yuko takao’s spineless benevolence, being the maiden who trigger the catalyst yet realizing all too late she never desired radicality to begin with. while the intricacies of yosuga could only be contrived from the minds of the confused and traumatized, at the very least that entails seizing an opportunity to mold the world as you see fit. for what purpose would one desire to go back to the days of old in a culture of constantly chasing evolution?
returning to a neutral has been the thematic cornerstone of smt, but for vanilla nocturne in particular it’s so hard to make a satisfactory case for it. there’s no explicit confession that the real is broken and needs to be reevaluated, leading to look at their messiahs and balk at them. when yuko disillusionment reaches its apex, she confides in a divine sponsor in hopes that they will give them a reason. but, aradia never bestows her a reason, only abstractions and trials. instead aradia insists to us that to apprehend freedom, we must commit an act of dissociation. remove ourselves from the idea that our perspective is the only truth and reason, and relish ourselves in obliquity. realize that even with the fruition of freedom, we are doomed to witness the same ritual death and rebirth, the implications of which are further amped by the innate absurdity of freedom. there is a very real possibility that, by virtue of following the name of freedom, someone could simply inaugurate the conception again and there's an even higher possibility of you not living to see it. freedom is a path cursed by plague, pain, ridicule, betrayal, rejection, defeat, et cetera, and allying with it is to sign our death certificates.
yet, aradia entertains our freedom. she wants us to do what we believe is right, regardless of one's mortality. she feels that by rejecting the anti-social nation of reason in exchange for the horrifying ramifications of autonomy, each of us can maximize our potential. we wonder about an innately meaningless environment, but it leaves us to fosters our own meaning, our own reasons, and communicate that outlook with others, fleshing out our ultimately limited perspectives in the process. we may acknowledge how our truths may never align with others in comfort, given your truths is as powerless as any other. it's a condition as spirited as it is unsettling and in our absurd quest to find this abstract quintessence we find beauty. we're fools that bear the name of freedom, and no insular reason could hope to capture that essence. the true demon ending may be emotionally cathartic and a sincere call for systematic change and destruction, but we are not armed with mythological beings. we cannot run up to god and demand him to spare us from the pressure and anxiety of cyclic living. we can only play the cards we're dealt.
the vortex world carries itself with an ambiance of cynicism; without fail, the conception has occurred not by the hand of divine intervention but from the hearts of the despairing and bitter. an undercurrent of idealism, pessimism, and nihilism prevails through the every day, and deconstructing and remodeling what some perceive as the vices of it is how we settle these mental qualms. it’s how we’ve always progressed, in a world rifted in systematic malevolency it's the only endpoint and the conception acts as a natural materialization of this custom. thusly, when we glance at the psychotic ramblings of aradia we wonder why one would have faith in such degeneracy. why partaken in a journey to actualize a new vision of the world just to go back to the norm? it's all the more reducted by yuko takao’s spineless benevolence, being the maiden who trigger the catalyst yet realizing all too late she never desired radicality to begin with. while the intricacies of yosuga could only be contrived from the minds of the confused and traumatized, at the very least that entails seizing an opportunity to mold the world as you see fit. for what purpose would one desire to go back to the days of old in a culture of constantly chasing evolution?
returning to a neutral has been the thematic cornerstone of smt, but for vanilla nocturne in particular it’s so hard to make a satisfactory case for it. there’s no explicit confession that the real is broken and needs to be reevaluated, leading to look at their messiahs and balk at them. when yuko disillusionment reaches its apex, she confides in a divine sponsor in hopes that they will give them a reason. but, aradia never bestows her a reason, only abstractions and trials. instead aradia insists to us that to apprehend freedom, we must commit an act of dissociation. remove ourselves from the idea that our perspective is the only truth and reason, and relish ourselves in obliquity. realize that even with the fruition of freedom, we are doomed to witness the same ritual death and rebirth, the implications of which are further amped by the innate absurdity of freedom. there is a very real possibility that, by virtue of following the name of freedom, someone could simply inaugurate the conception again and there's an even higher possibility of you not living to see it. freedom is a path cursed by plague, pain, ridicule, betrayal, rejection, defeat, et cetera, and allying with it is to sign our death certificates.
yet, aradia entertains our freedom. she wants us to do what we believe is right, regardless of one's mortality. she feels that by rejecting the anti-social nation of reason in exchange for the horrifying ramifications of autonomy, each of us can maximize our potential. we wonder about an innately meaningless environment, but it leaves us to fosters our own meaning, our own reasons, and communicate that outlook with others, fleshing out our ultimately limited perspectives in the process. we may acknowledge how our truths may never align with others in comfort, given your truths is as powerless as any other. it's a condition as spirited as it is unsettling and in our absurd quest to find this abstract quintessence we find beauty. we're fools that bear the name of freedom, and no insular reason could hope to capture that essence. the true demon ending may be emotionally cathartic and a sincere call for systematic change and destruction, but we are not armed with mythological beings. we cannot run up to god and demand him to spare us from the pressure and anxiety of cyclic living. we can only play the cards we're dealt.
It's one of the hardest but one of the most well-executed, beautiful and polished JRPGS of all time. Playing this one was really painful even on normal but it was all worth it just because of that amazing fucking soundtrack and atmosphere. If you like Persona or newer SMT titles I highly recommend picking up the remaster once it inevitably releases on PC.
Pretty much the blueprint for any SMT game that is good.
The atmosphere, setting, dungeons, combat, demons, design and art direction, ost. This game does it all and it's a very unique and intense experience, but also fun as hell, pretty much second to none in the whole SMT franchise. One of the few things you could argue are kinda weak or maybe even bad is the story and characters, but it does it's best with what is has, and the minimalist approach to how the story is portraid and approached is also a charm, leaving you a bit confused and uncertain is part of the ride of going through the vortex world and the labyrinth of amala.
One of the very best RPG's i ever played.
The atmosphere, setting, dungeons, combat, demons, design and art direction, ost. This game does it all and it's a very unique and intense experience, but also fun as hell, pretty much second to none in the whole SMT franchise. One of the few things you could argue are kinda weak or maybe even bad is the story and characters, but it does it's best with what is has, and the minimalist approach to how the story is portraid and approached is also a charm, leaving you a bit confused and uncertain is part of the ride of going through the vortex world and the labyrinth of amala.
One of the very best RPG's i ever played.
Posso falar que SMT: nocturne é um jogo ruim? Não
Posso falar que eu não gostei do jogo como um todo? Não
Mas uma coisa eu afirmo, o tal "HARD MODE" não é divertido. É apenas chato e repetitivo. Poderia retornar e jogar numa dificuldade menor, mas nada nesse jogo me chamou atenção para me prender por uma outra jogatina numa dificuldade menor
Posso falar que eu não gostei do jogo como um todo? Não
Mas uma coisa eu afirmo, o tal "HARD MODE" não é divertido. É apenas chato e repetitivo. Poderia retornar e jogar numa dificuldade menor, mas nada nesse jogo me chamou atenção para me prender por uma outra jogatina numa dificuldade menor
Nocturne is a true masterpiece. It achieves the peak on what a game can do with the medium it is in.
The difficulty and level design are opressing, but in a good way, to make you feel in a desolate and desperate world.
Without spoiling too much, Nocturne is a game about ideology, and finding your purpose. The message its great, specially in the Neutral or True Demon Ending. I cant recommend it enough to everyone that loves videogames and JRPGS.
The difficulty and level design are opressing, but in a good way, to make you feel in a desolate and desperate world.
Without spoiling too much, Nocturne is a game about ideology, and finding your purpose. The message its great, specially in the Neutral or True Demon Ending. I cant recommend it enough to everyone that loves videogames and JRPGS.
This is game is such an experience. Much like Persona 3, there's nothing like it, even within it's own series. The world is so fun to explore, and the gameplay is stellar as far as turn based games go. My main issue with this game is that the characters are fairly static, because many of them are illustrative of ideals rather than being an actual character. The overall story isn't the most amazing thing ever either, it's mainly the small stories that happen throughout the game that really shine.
I feel this game is a tad overrated, but it’s still great. My main complaints are that the game can be straight up unfair at times with certain areas being filled with enemies that spam instakill attacks, and the solutions to dungeon puzzles feel to vague at times. That said, there’s a lot of great things about this game. The combat system is fantastic and encourages you to really think about what kind of team you use and use strategy. While the game doesn’t have much of a story, it makes up for that by absolutely nailing the atmosphere, it makes the world come alive and has a sense of creepiness that isn’t matched by any other game.