30 reviews liked by Ophelia


Despite missing from its title, Soul Hackers 2 is a solid addition to the Devil Summoner series. A series not known for pushing the boundaries of the gameplay or storytelling within Megami Tensei, but rather for holding a unique sense of style and charm that you’d be hard pressed to find replicated within another entry in this wide franchise. As with its predecessor, you can expect an aesthetic akin to cyberpunk anime to ooze through every aspect of the game, but this time through the lens of the current year as opposed to the 1990s. The game makes the most of its apparent low budget through its vibrant and striking art direction, accentuating the many enjoyable character stories held within the game’s world. But as much as I’d love to sit and gush about the concept of a MegaTen subseries entry that comes from neither Mainline or Persona releasing in 2022, this experimental title still comes with a couple major issues.

Much like its predecessor, Soul Hackers 2 has a very basic combat system; retaining the baseline weakness/resistances aspect, but not adding much more in terms of core mechanics. But unlike its predecessor, Soul Hackers 2 doesn’t have the leeway of building upon and perfecting the simple row system of Classic Mainline. The new Sabbath mechanic can’t help but feel like a more dumbed down take on the other weakness exploit systems with how little it adds in terms of the tactical decision making process. Essentially, every time a party member hits an enemy’s weakness, the party begins to build a stack. At the end of the turn, Ringo deals AoE damage to every enemy, with the strength of the attack dependent on the number of stacks. Party members can gain personal skills to increase the number of stacks added per specific weakness exploit, but it comes with the downside of feeling as if party members are being funneled into specific builds. It’s unfortunately a pretty large drawback for a game with otherwise very strong and flexible character customization, as the sheer usefulness of the increased damage dealt with a high stack count is hard to ignore.

Physical skills aren’t as useful when it comes to dealing damage, as without a skill unlocked in the endgame, critical hits don’t count towards a stack for whatever reason. And they still use MP instead of HP, AKA the worst change ever made in the history of MegaTen. But I do love how they’re more utility based as a way to balance them out. They often come with secondary effects, such as single target debuffs, ailments, or some other quirky that keeps them valuable in spite of their rare use in contributing to Sabbaths.

Hama and Mudo skills have been wiped from the game completely. Kind of a shame, since I think SMTV perfected them by greatly restricting their ability to blindside the player. But in their place, Ailment inflicting skills have now taken on a similar role. They now deal damage on top of having a chance of inflicting an ailment. I’m fine with the change as I think it finally gives good incentive for the player to actually utilize them now. And there’s enough counterplay to keep enemies who use them from feeling too obnoxious, like armor that negates their passive effects.

Buffs and debuffs go back to being universally partywide instead of single target. But instead of being stackable, they keep the three turn limit first implemented in Persona. They also got a bit more creative in terms of upgrades. In the later half of the game, you gain access to skills that can buff/debuff two different stats at a time. And to keep those from quickly becoming irrelevant, Debilitate has been downgraded to being single target. All things considered, this game creates my favorite buff system in all of MegaTen. Each change makes sure they’re not too over centralized (especially since physical skills with debuff side effects exist), but still retain their incredible utility from the very start of the game.

I feel where this game shines the most in gameplay is in its boss battles because bosses can finally strategize again! Battles with Devil Summoners force you to overcome some sort of gimmick with their demon party, as their synergy can typically leave you with very little opportunities to attack. They’re also where my favorite addition to combat comes the most into play: Ringo’s Commander Skills. They allow Ringo to perform an action without consuming a turn, which aids the party with some sort of extra effect or action. All of them are useful and can completely change the way you approach an encounter, but the most integral one, in my opinion, is the ability to swap out any party member’s demon. If you ever wondered what Modern Persona would play like if the Wildcard wasn’t restricted to just the protagonist, this is the game. With this, bosses can become fun juggling matches where you’re constantly swapping out party members’ demons for the sake of reducing damage taken through resistances or optimizing damage dealt through skillset changes. They also encourage you not to only focus on building one strong demon for a respective party member, but to have an entire repertoire of demons that can be used at any time.

The most recurring complaint this game receives is its dungeon design and yeah, the shit is BLAND. I’m a psychopath who’s played Persona 3 like five times in a year and I’ve generally played MegaTen games with WAY worse dungeon design, so I got through it just fine. But if you’re normal and actually like your brain to be stimulated, dungeons will be rough. Aside from the couple basic puzzles sprinkled throughout in the second half, you’ll typically be roaming around empty hallways for 30 minutes to an hour until you get to the boss. This kind of design would lend well to the old 2D dungeon crawler gameplay of Classic Mainline and other such entries, but really have no place in a game with 3D traversal.

A prevalent focus in Devil Summoner games is their emphasis on demon personalities within gameplay and their connection to the Protagonist. Instead of implementing a friendship system, Soul Hackers 2 highlights this with benefits for maxing out a demon’s skillset and, more importantly, Demon Recon. At the start of each dungeon, Ringo will send out demons to scout the area. While exploring, you can interact with them, to which they’ll provide a different benefit indicated by an icon. It’s a fine system. Even though it tries, I don’t think it does much to make your demons feel like natural extensions of your party. But their dialogue can be fun and seeing them call Ringo nicknames like Rin-Rin is cute. My only big issue with the system is that dungeons can be far too reliant on it. Oftentimes the solution to a “””puzzle””” amounts to simply talking to one of your demons to collect an item necessary for progression. I’ve seen other people complain about how sidequest items and demon recruitment are tied to this system and I don’t get it personally. I never had to spend more than a couple minutes running in circles looking for what I needed, as playing the game naturally will most likely net whatever’s necessary. Also prefer this way of collecting demons, as Demon Negotiation is a dated system rendered mostly redundant by fusion in almost every game and serves no further purpose than an annoying RNG based way to gather fodder

The story is nice. It’s missing the batshit insanity that’s become a staple of Devil Summoner narratives and definitely does tend to play things safe. But its more down to earth focus on its cast is refreshing, especially since they’re not the most conventional group. The strength of the cast lies in their small talk. These guys are capable of striking up conversation over anything, whether it be after learning a new personal skill, completing some random side quest, finding a miscellaneous item in a dungeon, or eating a new dish. You’ll be constantly learning new things about not only them, but the dystopia they live in and the people they’ve connected with, all through an endless amount of fun banter. What makes it especially fun is Ringo herself. She’s an amazing protagonist that breaks new ground for MegaTen. Not only in the fact that she can speak, but her bright personality is able to bring the best out of each party member. She contrasts very well with their underlying melancholy and the occasional unrest within the group. I often found myself being disappointed by the fact that I had to choose from one of her usual three dialogue choices because I wanted to hear them all. I love when MegaTen effectively uses silent protagonists to enhance a game’s narrative and theming and whatnot, but I definitely think this game proved the franchise could stand to use more speaking protagonists like Ringo.

The game doesn’t tread many themes foreign to Megami Tensei. Government corruption, the strength of human connection, cultivating hope through despair, etc; you’ve likely seen it all already, if not in MegaTen then in some other JRPG. Not unsurprising, seeing as the original Soul Hackers was similar in this regard (granted, it was a story that took itself considerably less seriously). But I do find the way the game explores the importance of a second chance to be a great extension of the original’s messages and its motif regarding regret. It’s a good way to tie the games together thematically, considering there’s not much direct relation in general beyond that.

Soul Hackers 2 leaves me with caution filled hope. Hope that this game is a sign that Atlus is willing to adopt the sense of inspiration and experimentation that defined their days in the 2000s. It’s the era that birthed some of their most influential titles, like P3 and Nocturne, alongside beloved fan favorites, like DDS and Raidou. Each subseries acts as a reminder to me that Megami Tensei is FAR too broad of a franchise to be restricted to just Persona and the occasional Mainline entry and I would genuinely love to see more titles like Soul Hackers 2, just with a bit more polish. I just gotta hope this game’s inevitable mediocre sales don’t deter them from broadening their horizons indefinitely.

(this whole ass paragraph was just a slightly more composed way of me asking where the FUCK is the next Raidou Kuzunoha game, you FRAUDULENT company)

At its core Soul Hackers 2 is a distinctly mid budget JRPG title and it comes with all the benefits and flaws you would expect from that.

Starting with the flaws, the only one that really bothered me was its dungeon design. Only the final one really vibed with me aesthetically and they all feature very corridory like design where it's easy to imagine it being like an old school first person dungeon. Unfortunately I'm not big on those kind of dungeons but I did appreciate the puzzle aspects (though the warp panel hell in the later Soul Matrix areas definitely tested my patience) I don't think these dungeons are outright bad, just not my preference in terms of design.

Onto the positives and once again, Atlus knocks it out of the park with art direction and character designs. The menus look great with a purple colour scheme and triangular digital matrix style designs all over. Ringo is such a standout character design with a bold yellow colour scheme and the digital triangles on her jacket. The digital aesthetic tickles my brainworms in all the right ways, with low health enemies having digital green patches show up on them, like it appeals to my tastes in such a good way.

The characters themselves are probably the strongest point. It's rare to have a female protagonist, who speaks, in an adult cast in Atlus games so a lot of this is like a breath of fresh air. Almost like the team were allowed to experiment freely because of the smaller nature of the title and it paid off well. Seeing characters blow off steam at a bar after a mission, struggle with a broken relationship, struggle long time friends taking different paths in their life, it all makes for such a nice change from the usual teenagers in high school stuff we usually get. Like it's just nice seeing a group of characters head back to a run down apartment and chill out with take out meals.
The main party is also just a set 4 characters plus one on dungeon navigation so the game also has a chance to allow all these characters to grow together, struggle together, and support each other without the game having to be like "oh hey, here's a new party member, we gotta focus on introducing them and forget everyone else!" It's nice to have new faces freshen up your party sure, but there is something to appreciate with a fixed party approach too.

The other main benefit of being mid budget means there is no room for excess fluff. The main story runs around 30-40 hours, doesn't waste time with filler, lets you choose to explore additional character depth with hangout events and the Soul Matrix dungeon, and it all flows really nicely. It's just really nice having a JRPG that's just tightly focused on its main story and doesn't end up eating 100s of hours of your life. I can appreciate those super long JRPGs sure but it's nice to have a balance of shorter classics too.

Soul Hackers 2 is a fantastic way to explore an old series and see if it can grow with a new audience. It nails so much with its story, its characters, and aesthetic while falling a little short in dungeon design. I love that Atlus is using the success of the Persona series to take an opportunity to explore some of their back catalogue and revive some series and I can only hope they continue to do so

Soul Hackers 2 seems like it’s been the victim of a lot of negative sentiment. People calling it bland, saying it’s missing the heart of something like a Persona game (a criticism also levied against SMT V), and really criticising the hell out of the dungeon design. I can see why people might be dissatisfied with this game, even in those parts specifically, but I certainly don’t get why there’s such vitriol around a game that at worst these people are calling… bland?

For me though, this is anything but bland. It’s not as “loud” as a Persona game in tone or style, but why would it be? Persona games are about 15 year olds. The stories they tell are great and thematically deep, don’t get me wrong, but they’re stories starring children. Soul Hackers 2 stars adults. Adults who’re caught up in something between a gang war and a JRPG plot, who’ve internalized the hate and pain that conflict has brought, and mostly seem built out of coping mechanisms.

For example, you’ve got Arrow, my personal favorite of the main cast. He seems pretty standard for like, a game of this style, an everyman who doesn’t seem off-putting, and I get why that comes across as bland to people, but to me he just seems tired. Tired in a way that he doesn’t complain about, or even acknowledge, because it’s just part of life for him. They’re not drawn, but you can almost feel the bags under his eyes in the way he talks, the words he chooses. And that is infinitely more compelling as a character beat to me than anything from Persona 3-5.

The rest of the cast feels equally mature and understated, even the seemingly loud Saizo, who’s built himself out of noir stereotypes to cover up an unobtainable desire for peace and tranquility, and an idealism to rival any shounen protagonist. Those things don’t fly in the fairly grounded world of Soul Hackers though, lacking the adventuresome nature of Persona and (most of) the philosophical musings of SMT proper. So he builds walls of sarcasm and wittiness to protect himself.

It all feels pretty true to life I think, and the game takes itself rather seriously as well (outside of one joke character in the introduction). There’s a huge focus on not just the philosophical ideal of what it means to “be human”, but on people and the choices they’ve made, the compassion they’ve shown and to whom it was shown to.

Beyond that, I also really loved the dungeon crawling. I don’t think any game since Nocturne has really captured the old school maze-style of classic SMT in full 3D so well, nor has any made it so accessible. The couple of reused themes for dungeons are a little disappointing, but the themes themselves are just as understated-yet-vibey as the rest of the game. If you’ve played Tokyo Mirage Sessions, the dungeon crawling and combat here are heavily based that game, and I think this game is a much more successful use of those mechanics.

That’s pretty much what the whole game is. Just small character moments and dungeon crawling, and if you like the characters and the old-skool-ness of it all, I don’t think you’ll have any issues here at all. Just don’t forget about the side quests if you want the true ending, yeah? Though the non-true ending is really really good regardless, ending on a nice unresolved note (delivered via monologue) like a true noir film would.

Recommended by Squigglydot as part of this list.

Of all the things to turn into a multi-media franchise, Black Rock Shooter has to be one of the more bizarre things to do so. All the way back in 2007, Pixiv user 'Huke' posted a sketch of a girl simply titled "Black Rock Shooter". This would eventually lead to a collaboration between Vocaloid band Supercell and Huke to create a song and music video named after the eponymous sketch, "Black Rock Shooter". The resulting unprecedented success of the music video lead to the creation of a multimedia franchise that, while nowadays, is a relatively obscure property with a mostly dormant fanbase, once ruled as a mainstay of late 2000s-early 2010s weeaboo culture referenced by video games and anime alike, with an OVA, an anime series, and the topic of today's writing, a PSP action-RPG released all the way back in 2011.

Black Rock Shooter: The Game is a third-person rail-shooter/action RPG hybrid about our eponymous Black Rock Shooter fighting an alien menace to save the last remnants of humanity from extinction, and as interesting as that sounds, it's unfortunately dragged down by its own ambition. The story has its moments, being a pretty somber affair that can get get surprisingly dark at times (the whole "saving humanity" thing goes tits-up by the halfway point and things don't really get better for our hero afterwards), but there's a lot of drawn out cutscenes full of fluff and nonsensical expository dialogue that fails to explain anything of worth. The gameplay is novel but it shows all its cards from Hour 1 and never really evolves in terms of strategy or intrigue. The mission based structure and numerous optional challenges suit the handheld ecosystem but often lead to busywork that makes the game feel incredibly padded despite its relatively short length. It's very "one step forward, two steps back" in execution, but in all honesty, the game itself is the least interesting part about Black Rock Shooter: The Game, when its very existence is a much more intriguing topic.

There's something to be said about the intersection of internet media and the mainstream in this specific cultural era, when the internet was still a relatively untested medium for entertainment and anything that saw a modicum of success online would often be poached by bigwigs in an attempt to turn that viral success into real-world profit. It's this line of thinking that could put flash hits like Alien Hominid and Super Meat Boy on official storefronts, or on the other side of the coin, lead to endeavors like "Fred: The Movie" or "The High Fructose Adventures of Annoying Orange", efforts to capitalize on internet stardom before their Fifteen Minutes of Fame expired. In an era before itch.io, modern YouTube, and video streaming, where avenues for smaller creators to publish their work were much more limited, going "official" was simply seen as the only option for any IP, a relic of thinking from before the internet was such an integral part of our lives.

But despite the cynicism I've presented thus far, Black Rock Shooter: The Game has a surprising amount of money and talent thrown at it for being a late PSP budget title, including the writer for Final Fantasy X and Kingdom Hearts II, the director behind Persona 3 & Valkyria Chronicles, and high-budget voice talent like Miyuki Sawashiro. Hell, the very fact it got an official western release (despite being limited to only America and Europe) is nothing short of a miracle. This production information, contrasted with the game's middling reception, makes coming back to Black Rock Shooter: The Game over a decade later feel like discovering the ruins of Ozymandias' works, a once mighty glimpse at a media powerhouse, the ashes of a firework, its luster a mere memory to those around to witness it. But if anything, it serves as a reminder of simpler times, the era of rags-to-riches stories born of the most unlikely of circumstances, the kind of meteoric stardom you see less and less of nowadays as independent publishing venues and thousands of talented artists competing for attention online render the multi-media fame of any other potential Black Rock Shooters more and more of a fantasy as the years go by.

Godspeed you, Black Rock Shooter.

I wanna get this out of the way: Soul Hackers has a Native American character who, in the Saturn version, is named Redman, and takes your character on Vision Quests. In the 3DS release, they thankfully changed his name to Kinap, but the Vision Quest part remains. I’m not sure how I feel about this. I’m glad his name isn’t literally racist anymore, but having a Native American character who takes your character on Vision Quests is still not the best look. Luckily, this is about the only blemish on the game, and so I’m personally comfortable with writing that part off as a sign of its time, similar to the less-well aged parts of Persona 4.



ANYWAYS, this is a fantastic game!! Very rooted in the older style of SMT game, it’s a first person dungeon crawler with six party member slots, one of which is taken by your main character (who can summon demons but not use magic) and one more human companion (who can use magic but can’t summon demons). There’s no press turn, your demons don’t level up at all, and all the dungeons are large mazes made out of boxes.

If you’re more used to post-Nocturne SMT games, that might sound daunting and/or boring, but it’s really just as unique feeling of a system to me. You still need to take extreme notice of weakpoints and turn order and buffs/debuffs, and put extreme care into your team composition. As far as old school battle systems go this might be my favorite, and Soul Hackers adds a couple of interesting twists to it!



One huge change vs pretty much all of the other SMT games is that your demons have a loyalty meter and personality. If you have a demon that likes to hit things with his big hands, and you let him do that a lot during battle, the one turn where you need him to guard he’s more likely to listen to you! It’s not hard to max out these meters within a few turns generally, but it does contribute to making the demons feel like bizarre entities that’ve decided to tag along with you, rather than just party members in an RPG. You really feel like you’re wrangling these ethereal beings into doing your bidding, and for me it was a very cool feeling.

The setting and story of the game are top notch as well. This is a capital C Cyberpunk game, taking place in a techno-fortified “city of the future” bankrolled and developed by a massive software conglomerate meant to vaguely reference Microsoft. You play a member of the hacker group “Spookies” on the eve of a new VR “world” opening into beta. The game doesn’t go too hard into the class warfare of Cyberpunk, focusing more on the digitization of the human soul and the ethics of a corporation invading all aspects of our lives.

It’s fairly hard hitting stuff, especially today as we’re on the eve of VR’s expansion in the public consciousness and we’ve been living in a corporation-controlled hellscape for years at this point. If you want to see a pulpy, 90s-hackery version of a world like we live in, but one that can be saved by a small group of people, that’s exactly what’s here.



Soul Hackers is also one of the first really character driven SMT games, with a good plot to boot. The hacker group is crazy likeable and well developed (my fav char is Lunch), and all the twists and turns came just out of left field enough to be surprising, but were predictable enough to be gut-wrenching, in a “dammit that’s the ONE THING I didn’t want to happen” kinda way.

The last thing I wanna hit on is the dungeon layout. You see, all the first person SMT dungeon crawler mazes tend towards being confusing as hell, especially towards the ends of their respective games. They really push the “maze” part forward, even past what DOOM does. Soul Hackers, by contrast, has dungeons that tend to feel a bit more like real places with semi-reasonable layouts. I never really got too lost or confused on how to proceed, and never had to look up a map like I did for the Lucifer’s Castle in SMT II.

Honestly, if you’re coming from the more recent games and you want a good place to start the old school (read: pre-Persona 1) SMT games, I don’t think you could do better. Absolutely play the 3DS version btw, it’s got loads of QoL stuff (like an editable difficulty!!). Anyways, it’s a fantastic game that’s beyond worth your time.


One of my favorite games of all time--a towering achievement of techno-paranoia and anxieties of capitalism that stands with Serial Experiments Lain in correctly predicting the ever increasing fears of an internet consumed world. It's a game about personalities and how business use them to become as cults; it's about the flattening of philosophy and ideology to sell narratives; it's about the pain and tragedy of dreaming. And above all else, it is about the struggle to be free.

Electrosphere is also an absolute blast to play (all Ace Combat games are) with an impressive amount of content, gorgeous animated cutscenes, a killer electronic score, and some of the best UI on the PS1. It's the complete package. Story, gameplay, presentation are all as inextricable from each other as the game is from our real world.

I evangelize this game. I am a preacher in a digital church. Cast off your flesh and enter the Electrosphere, babyyyy

More thoughts here: https://baxtersmono.medium.com/ace-combat-3-dreams-of-a-digital-sky-817e72744c65

This review contains spoilers

Spoilers will follow


A majority of RPGs today have their roots in Dungeons and Dragons. Even though these roots have often been obfuscated by some 40 years of iteration, they still provide an invaluable lens for observing RPGs. D&D is unique from most video games in that to play it you must actually roleplay, that is to say, you must be willing to partake in the fantasy of the game. The compellingness of this fantasy is, of course, the primary factor in your willingness to partake, and, as such, is critical to the integrity of the work as a whole. While traditional narrative driven video games are inherently quite different from Dungeons and Dragons, the player’s agency over a character who is part of a fictional world offers a similar kind of fantasy which is equally important. Satoshi Tajiri, the man behind Pokemon’s original concept, shared this sentiment in an interview, stating that, “Even though the presentation was limited by the console (referring to the original gameboy) the idea of exploring the natural world and forming bonds with the creatures around you is something most people can relate to passionately. The dream of an ideal world for exploration is the core of Pokemon.” A universal, engaging fantasy like the one found in Pokemon is an essential component to the success of any given JRPG.

And it’s for this exact reason that Shin Megami Tensei V is so foundationally rotten. I’m a huge fan of the Megami Tensei franchise and most of Atlus’ broader catalog, but despite my love — and despite beating the game four whole times — I still came away from this most recent entry extremely disappointed. So, what is Shin Megami Tensei V’s fantasy? What core of the human psyche is it trying to evoke? Luckily for me, Atlus was pretty transparent about what they were aiming for. It's very clear that they were trying to recapture the ideas that made Shin Megami Tensei III: Nocturne such a fan-favorite. In both games, the player is dropped in a desertified, hellscape version of Tokyo, and must use the power they gain while fighting their way through this world to shape its rebirth into one they consider to be more righteous. There’s a lot to love about this premise; The fear of isolation, the tension of struggle, the agency of being able to change the world. It’s a setup with the potential for deep catharsis. While Nocturne does fall short of its lofty ideas in some ways, that just means Shin Megami Tensei V had the potential to actualize them similarly to how Shin Megami Tensei IV did for the first game in the series. But knowing a developer’s intent can be a poisonous thing when it comes to observing a work as it actually exists instead of how it was intended to be. It's possible that I somehow simply overlooked the fantasy Shin Megami Tensei V was trying to evoke due to my familiarity with its predecessors. However, assuming that Atlus was trying to invoke similar ideas here, this game shows a jarring lack of commitment and focus to them in comparison to earlier entries in the series. This lack of commitment, more than any individual failing of the design, is ultimately what damns the game to mediocrity for me. Let’s start by looking at how the mechanics fail this game, as this series has quite the reputation for an intense gameplay focus atypical for JRPGs.

When discussing the mechanics, and more specifically, the combat mechanics of Shin Megami Tensei V, one thing sticks out to me as particularly garish in how it undercuts the player’s agency. This is the fact that the level difference between the attacker and defender in any given combat scenario applies a modifier to damage outside of stat differences. Put more plainly, if the attacker is lower level than the defender, then the attack will do less damage regardless of stat differences. This may seem like a sensible choice at first. “If the player notices this, then they can use the enemy’s levels to gauge what their own level should be, and stay on the difficulty curve.” I question the necessity of this, as levels serve this function in most RPGs even when they lack a damage modifier mechanic. Players will naturally appraise themselves against their enemies based on their level and will decide for themselves the range where they feel comfortable fighting enemies. More skilled players don’t look at an enemy that is five levels above them the same way as new players. While it’s true that if your level is on par with the enemies in Shin Megami Tensei V they will be more tightly balanced around your capabilities, it’s also true that this makes any encounter where your levels are mismatched extremely lopsided. You either outlevel the enemy and they can barely touch you, or they outlevel you and every encounter feels like a boss fight. This effectively narrows the range of engaging, fun experiences the player can have.​​ Thankfully, completing challenge runs or playing below the level curve is still possible in Shin Megami Tensei V, however, this mechanic pushes them out of reach for a large portion of the player base and often forces players who aren’t actively doing the game’s many below average side quests into grinding. This is further compounded by the baffling ways Atlus has chosen to diversify the pool of demons.

A commonly cited issue with Shin Megami Tensei IV was that demons felt too similar. The freedom of being able to select any skill from the demons being fused to give to the resulting demon allowed players to optimize most of their party members into one or two generic builds based on whether they were physical or magical attackers. While it could be argued that this level of freedom is a point in the game's favor, a more diversified demonic lineup would only be a good thing. Shin Megami Tensei V (and Shin Megami Tensei IV: Apocalypse) both agreed, and attempted to solve this problem in two major ways. The first was by expanding the number of skills that are exclusive to specific demons. Only seven demons had unique skills in Shin Megami Tensei IV, five of which are DLC bosses. Meanwhile Shin Megami Tensei V has almost seventy unique skills split across its roster despite having half as many demons to spread them to when compared with Shin Megami Tensei IV. Their other method for introducing variety was the affinity system. Starting in Apocalypse, demons have values intrinsic to them that dictate what types of spells they’re good at using. Both of these ideas sound good on paper but are once again, critically flawed. The demon affinity system only gives the most surface level difference to demons’ optimal builds while directly harming the player’s ability to come up with interesting viable skill sets for their favorites. An optimized electric demon still looks the same as an optimized ice demon in terms of their abilities. The only difference is which flavor of damage they do which also becomes a more meaningless distinction in the late game when bosses have fewer weaknesses and you’re adding a pierce effect to your attacks anyways. Unique skills are a much more appealing system on the face of it and that’s probably why they’ve been around in all parts of Megami Tensei since the first mainline game. The major issue being that it once again limits any player trying to optimize their party into a select few demons of any given type. Give up on making your favorite demon your healer if they aren’t Demeter or Idun because they will never be able to cast Eleusinian Harvest or Golden Apple.

JRPG players often seem to forget that combat is only one part of the gameplay experience. For the mainline series' big return to home consoles for the first time in around two decades Atlus decided to supplement the combat sections with the largest freely explorable areas in the series so far. By my estimation this just above mediocre exploration gameplay makes up the largest share of the game’s runtime and is where I was most personally disappointed with the game mechanically. This is because, beyond the fact that the set dressing is apocalyptic and demons are present, nothing is done to sell you on the experience of being a human (or technically a Nahobino I guess) exploring this foreign dangerous world. Enemies move much too slowly and simplistically to ever be considered threatening, outside of the very few instances where the level design funnels you into them. I was pleasantly surprised to see that the overworld enemies were not all functionally identical to the glitchy blobs present in Shin Megami Tensei IV. Enemies can fly, fire projectiles, vary in size and movement speed, and a few late game demons even have some unique tricks. That being said, all this effort is effectively wasted when you can easily outrun enemies in almost any situation, and even when they maybe catch you off guard, you can still instantly warp yourself back to the last save point with no down side thanks to how frequently they’re placed. Even if the save points were incredibly sparse it wouldn’t make these journeys more intense because movement, and by extension, navigating around enemies is always incredibly simple. Your jump doesn’t even carry dash momentum so your journey back to where you warped from is always as simple as just walking there. There is pretty much never any tension in the exploration segments of Shin Megami Tensei V. You never have to consider the journey you’re about to make mechanically beyond remembering to hit the heal button before you leave the save point. There is also pretty much nothing to actually “discover” in these segments. All possible rewards for exploration are clearly shown within the first couple hours of gameplay and the surprisingly good level design can only do so much to make you feel like you’re actually exploring when the only thing waiting for you at the end is a Miman. The decision to hide portions of the map behind the abscess fights is shockingly clever as it forces the player to really observe the surroundings to find a way to these blights. This is undermined by the fact that 80% of them by my estimation are just placed out in the open to be combat tests. I would have loved to have seen Atlus solve two problems at once by allowing the demons in your possession to interact with the environment in some way unique to them. This would at once introduce a new way to vary demons and also maybe require the player to be a little more thoughtful during their preparations for a trip into the Da’at. With combat, demon fusion, and exploration the game sees fit to limit both the players and its own expressive ability in some vague pursuit of balance. Instant kill spells and the tension they provided have been drastically toned down assumedly because they don’t provide a “fair combat scenario.” Enemy ambushes are infrequent because they could be considered “classic smt bullshit” if the player died to one. If there was anything I expected from a mainline Shin Megami Tensei post Dark Souls’ blowing up, it would be that the game would revel in its edgy, punishing reputation and push its classic RPG gameplay to new expressive heights much like Nocturne and Strange Journey did before it. Instead the edges have been sanded down and any punishment amounts to a slap on the wrist. The game instead is too concerned with presenting a pretty, polished version of a battle system we’ve been using for two decades now, for whatever that’s worth. If this vapid gameplay was constructed in service of some narrative component of the setting I could understand it, but sadly the setting falls flat there as well.

The setting is the aspect where this game is most directly comparable to Nocturne and anywhere it differs, it does so in a way that detracts from the game. Shin Megami Tensei IV saw no shortage of deserved praise for how it used its dozens of characters to really bring the worlds of Mikado and Tokyo to life. Nocturne similarly saw praise for the way its sparse storytelling and barren wasteland of a world imparted a sense of awe and isolation. Shin Megami Tensei V manages to snatch defeat from the jaws of victory and draw on the worst aspects of both of these approaches while reaping none of the benefits. It is both too lacking in compelling dialogue or developed characters to flesh out its world, while also being too populated for the player to feel any kind of isolation. The non plot critical humans all exist mostly unaware of the Da’at and as such have very little to say beyond “Oh man the world sure is scary huh.” Meanwhile the non plot critical demons are mostly delegated to very mediocre sidequests. There are some standouts in this group. Khonsu, Fionn, and Shiva are all tangentially related to the narrative in a way that makes their quests feel more impactful. A few others like the succubus quest stick out for how you engage with them but the vast majority are MMO level fetch quests or the most reductive law/chaos choices in the franchise, which the discussion around this game seems to hype up for some reason. I think this largely stems from the fact that the demons haven’t really formed communities or social hierarchies with the humans the way they have in Shin Megami Tensei IV. There’s nothing really unique to observe here in the characters or the way they interact beyond the group of Egyptian Deities that forms right at the end of the game. Even the fairy forest, which may at first seem to be exactly what I’m looking for, is incredibly minor and entirely derivative of prior mainline games. Every single mainline game barring If… to my memory has the fairies establish a community that serves as a uniquely peaceful place amidst the apocalypse. None of this is helped by the games lackluster aesthetic design.

Much has already been said about the games liberal palette swapping of the four major areas even by avid fans of the game, so I trust I don’t need to reiterate that here, but even beyond that this game desperately needs some visual variety. When speaking about Shin Megami Tensei IV, art director Eiji Ishida said “If we’d applied the ‘infernal’ design to the whole game, though, it would start to resemble one of those trite Western games with their overused post-apocalyptic motifs.” Sadly, it seems Ishida was not involved with Shin Megami Tensei V and as a result, the entirety of the Da’at is the trite apocalypse he was referring to. No room for interesting communities and cultures to form in this world. All we have is blasted out buildings and Miman. Not to mention the almost complete lack of any iconic Tokyo architecture which makes this apocalypse seem even more generic. Unfortunately the lackluster visual design extends beyond the environments themselves.

I consider myself quite the fan of both Masayuki Doi and Kazuma Kaneko. I have a few of their works framed on my walls and think that their work, more than any other individuals’, is what shapes mainline Shin Megami Tensei into something I love. That isn’t to discount creatives like Okada, Ishida, Yamai, or Kozuka of course. I just find an incredible amount of meaning in the art of this series. That being said, I don’t feel like either artist's work is used to its full potential here. It is cool to see a lot of Kaneko’s iconic demon designs rendered in 3D but with the man himself long since gone from Atlus, there is a notable lack of cohesion amongst his demons in V. One of the greatest strengths of Nocturne is the way the entire world felt blended together in the style of his art. His and Shiraishi’s oversight in the modeling process no doubt contributed to this. In IV, Kaneko had already passed on the mantle of the demon painter and as such cohesion is lacking there as well. That being said, IV used this to its advantage with a roster of over 400 demons and a plethora of designs from guest artists as well. While it is true that not all of these were hits, it led to some absolute standouts such as the four archangels and chemtrail. You could say that the absolute chaos of IV’s bestiary is what made it stand out in a good way. V once again threads the needle into an unsatisfying middle ground. The pool of demons is understandably smaller given the game's scope, but the game splits this small pool between old Kaneko designs, more modern ones, and Doi’s designs. Doi’s demon designs this time around also vary wildly in quality. He was given more demons to design than ever and was even allowed to handle the ones found in random encounters, which he had historically stayed away from. Two things stick out as in this set: . Legs, and tokusatsu. As if mandated by some marketing executives, most of Shin Megami Tensei V’s new female demon designs are constantly showing off their legs and seem designed primarily as cute anime girls with light mythological theming as opposed to actually being those myths. I’m not a prude or anything; I’m even a fan of Kaneko’s famous bondage angel design and his many literal gential demons. The problem here is they feel pandering. Abdiel for example is not served as a character or mythological figure in any way by her skimpy outfit. The trend of demons being characterized by their place in the story as opposed to their mythology actually began in Shin Megami Tensei IV and I would highly recommend @eirikrjs writings on the subject if you want a more thorough exploration of that in particular. That being said, Shin Megami Tensei V takes this further by seemingly having a large amount of its characters be designed in contrast to BOTH their mythology and their character. Beyond this issue (which could totally be a symptom of marketing focused direction or something) one of Doi’s eccentricities as an artist works its way into this game in a way that clashes horribly. This being the aforementioned tokusatsu influence. Aogami, the Nahobino, Tsukuyomi, Odin and even Lucifer stick out like they’re entirely different categories of creatures from the rest of the demons. Honestly it isn’t even an aesthetic I’m entirely negative on but I question its haphazard implementation here as it only serves to undermine any sort of focus the art direction may have had. For a future mainline game I would prefer to see Doi keep his stuff more in line with the Kaneko designs they seem intent on using for the rest of eternity, or for Doi to be fully unchained and Atlus allow the game to take shape around his unique aesthetic identity. Ultimately, the visuals fracture the setting in a way that makes it impossible for you to ground yourself in it while never quite reaching the surreal heights of other games in the franchise.

Visuals are only one portion of the iconic Shin Megami Tensei aesthetic and thankfully the music fared much better in this outing. Kozuka returns as lead composer for this entry and after his beyond stellar work for IV and IV: Apocalypse I wouldn’t have anyone else. His crunchy, distorted synths and pained, furious guitars capture similar emotions to tracks in IV but in the decade since that game they’ve only grown more intense. Tracks like ‘Humans, Demons, and…’ are absolutely electrifying and haunting at the same time. Compensating for this more blown-out depiction of Tokyo, a lot of the funkier tracks have been sidelined in favor of a huge amount of sparse, industrial influenced, sandblasted ones. The theme of the Tokyo Diet Building shows off this new sound incredibly well alongside the instrument at the core of a huge portion of this game's soundtrack, a feminine voice that is absolutely haunting in an almost spiritual way. A perfect fit for the franchise if you ask me. Of course Kozuka’s famous bells make a return in the level up theme and even the game's credits, sounding even better than before. But apparently Kozuka didn’t do all the tracks on the OST (and I have my suspicions about which tracks may have been done by Atlus Sound Team) but ultimately the music is one aspect where Shin Megami Tensei V does not disappoint. It feels like this is the score to the ideal game SMTV fell short of. (Just as an aside about the sound design though: Can we stop with the atrocious voice filters that all the demons use? They rob their lines of any sort of weight every single time. Oh, and play the game with Japanese audio.)

Earlier I mentioned how non plot critical characters harm the setting, but unfortunately the plot critical ones, along with the plot itself, hamstring not just the setting but player agency as a concept. The player spends the bulk of the game pushed around by forces greater than themselves that they may not even agree with. I cannot stress enough how just the concept of Bethel is entirely antithetical to anything this game had going for it. Working for an organization whose goals you only partially understand removes your agency. Working with other people ensures you never feel properly isolated and accountable for your decisions. Exploring the Da’at isn’t your adventure, it's your 9-5 job. You spend so much time doing meaningless work for Bethel that the game retreading Nocturne’s climax of the opposing parties fighting for the right to literally recreate the world came as a surprise to me just by sheer virtue of how poorly it was built up. Of course most Megami Tensei games end like that in some way or another but this game's pacing seriously just does not build to that at all. The first quarter of the game is spent confused as to the nature of the world. The second is a monster of the week story. The third is suddenly an assault on the final bastion of the forces of chaos which is pretty confusing in and of itself because last I checked we were getting smoked. Then, all of a sudden, in one of the games like hour long exposition dumps, the final act is set up to essentially be Nocturne’s Tower of Kagutsuchi. It might sound like I’m paraphrasing but I promise you it feels exactly like that as you play it. An entire half of the game is dedicated to telling you what a Nahobino is and then like 3 finales are crammed into the back half. You have no ability to decide what you do, you have no real stake in the story other than the fact that you want to live, why should you care about anything happening in the narrative? Oh and of course the one area Atlus decides to give the player total control of the story they do so in the worst way possible. In an utterly baffling move for the series, the player's ending is no longer determined by the summation of their decisions throughout their journey but a literal ending select screen. This is some of the worst streamlining I’ve ever seen in a video game. It cheapens every single decision the player makes throughout the game retroactively. You no longer have to roleplay in Shin Megami Tensei V because that’s not what this series is about anymore apparently. The cultural zeitgeist has turned this series into every vapid, reductive, twitter generalization you have ever heard about it. Shin Megami Tensei is a series with cRaZy hard gameplay and penis demons where you kill your friends now. Nothing more.

Nekopara is a series of adult visual novels you've most likely heard of in passing from post-post-post-ironic weeaboos online who wear Ahegao hoodies in public and think being horny is a personality trait. It's the funny anime game about the catgirl cafe that's garnered a status comparable to something like Bad Rats: a gag gift best sent to your friends during a Steam sale for a quick laugh (which is how I obtained my copy back in high school), or something you play so your "hilarious" Steam status pops up on your friend's screens during their CS: GO matches. In honor of the holiday, I thought "Hey, wouldn't it be funny if I played the porn game about cat girls and published a review on it online?", but while I slogged through one of the most joyless visual novels I've ever read, I came away with a lot to ruminate on betwixt the standard anime hijinks and incestuous little sister jokes.

Now obviously, Nekopara is porn, and if you came here expecting anything other than the world's most boring set-up to catgirl hentai, you were barking up the wrong tree. But as I was reading through lines and lines of filler text and moeblob cuteness, I found myself thinking about the common archetypes you find in the female characters written for this sort of media: the incestuous little sister romance, the (worryingly) child-like girl, or in Nekopara's case, pets. These all have a connective through-line, which is a lack of independent agency and an innate dependency on a superior of some kind (usually the self-insert main character of the story.) This throughline isn't something specific to Japanese media by any means, but these are just some of the few I noticed while reading Vol. 1.

The very concept of catgirls as they are written in Nekopara are a bastard child of the aforementioned archetypes mentioned previously: They're pretty explicitly stated in the text to be analogous to cats, displaying numerous cat-like mannerisms. They have a limited understanding of human society and abstract concepts (money, emotional awareness, etc.) and are even required to be "chipped" in a sense via the possession of an "Independent Action Permit", a mix between an ID and a Driver's License, in order to be allowed in polite society without being detained by Animal Control. They mature at roughly the same rate as a regular cat (it's stated offhandedly that a 6 month old catgirl is roughly equivalent to a 12 year old girl), but retain roughly the same intellect and mannerisms of a child. But most importantly for Nekopara's main intent, they can't bear human children, the existence of catgirl-human sexual relations is both normal and widely accepted alongside those who keep them as regular pets or family members in this society, and they are "excessively honest and uncomplicated", which means that emotional miscommunication and conflict basically never happens (unless its in service of anime tropes, like "jealous clingy tsundere").

What this means is that Nekopara's catgirls are the "idealized woman" for the target audience: a walking fleshlight in the shape of an girl, who has an innate attraction to the self-insert main character and will basically never reject them. A mirage of a character who only exists for pleasure. This is taken to the extreme in the context of Nekopara, in which the main character (who has helped raise the two leading catgirls ever since they were kittens and explicitly views them as daughters and family) enters a sexual relationship with what is essentially his pet cats/younger twin sisters, the ultimate fetishistic culmination of tropes to create the most dependent females possible for the express purpose of sexual pleasure. Incestuous threesomes and shower sex are sandwiched in-between the most trite rom-com anime scenarios and paragraphs of pure filler text to create the perfect visual novel for the modern-day weeb, the equivalent of a corporate blockbuster designed to appeal to the otaku equivalent of John Q. Public. This isn't an original conclusion by any means, and it's one that's not even necessarily a negative in terms of Nekopara's main goal (be titillating and provide comfort to its target audience), but it's telling that the series can basically excise the naughty 18+ bits from its story and still achieve success in other medium adaptations with little editing to the main girls' writing.

It's a formula that obviously works: Nekopara has numerous sequels, spinoffs and is one of the biggest rags-to-riches success stories to come from the eroge scene in recent memory. It's the kind of monumental success that makes someone with an ahegao anime girl avatar on Twitter thrust their arms towards the sky in joy to celebrate the "Based" culture of the Land of the Rising Sun, as if the success of an eroge where a guy sticks his dick in his pet cat is some kind of cultural dunk on the puritanical Westerners who would seek to deprive them of their catgirl waifus. Nekopara wasn't the first, nor was it the last time a bog-standard anime-flavored media property with weird sexual content and weirder fans is used as another lamppost for the proverbial moths to flock to. It's just another drop in the bucket as far as weeaboo culture is concerned.

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.

this is literally not better at all,and made more boring cause you have to actually grind it like no, play more better rpgs that is not megaten pls, as i said again i dont care about megaten bye lmao

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