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3.75 OUTTA 7 MOONS
3.75 OUTTA 7 MOONS
Instead of thinking of this game as an RPG, look at this game like a collect-a-thon platformer with mature themes. That way, it has a better chance of exceeding your expectations.
[AMOUNT OF MY LIFE SPENT PLAYING THIS GAME: 133 hours]
đThe âdemonâ characters are based on characters from myths & religions from across the globe. I like that about this game.
The music thoâespecially the tracks are less rock-orientedâreally special. The ethereal & eerie sounds really carried this game at times.
There is a certain level of strategy needed to win each combat encounter. After the 30th time encountering the same goblin in the gameâs turn-based combat, itâs no secret which type of attack is its weakness. Iâbe considered replaying this game on its Hard difficulty setting, because without enough of a struggle, this game can feel like soul sucking busywork, and less like a game.
The classic art of Kazuma Kaneko brought me into Shin Megami Tensei in the summer of 2021. SMTâs reputation for presenting philosophical themes intrigued me. The sadistic game design (status effects vs healing, the cost to do anything (heal, upgrades, time-investment, NPCs that trick & steal from you)) of SMT3NOCTURNE made that experience reflect the exploitation found in modern society. That impressed me, compared to the ârealismâ of other video games Iâve played.
SMT5 is defanged in those regards. While its approach to combat compensates for being less unforgiving by becoming more flexible & visually interesting, your enemies are rarely more advanced. You will âsolveâ every non-boss combat encounter early on, removing the satisfaction of strategic problem solving. When defeating opponents is as one-dimensional as discovering their elemental weakness(es), the gameplay itself feels as hollow as itâs human characters.
The humor of the âdemonsâ, and the small number of side quests that showcase the humanity they possess, canât carry this game alone, but occasionally they made it all feel worth it for me. As your needs change along your adventure, creating new demons fused from those already in your beastiary is interesting. It wasnât uncommon for the urge to upgrade to be the most motivating factor for me, because unfortunately, you shouldnât count on the story to do that for you.
The verticality of the sandbox levels and frustrating map design stands in for older SMT gamesâ dungeon crawler heritage, for better and for worse, depending on how much fun you derive from usually barren mazes, which sometimes look great, sprinkled with collectibles that werenât worth the effort in the end.
SMT remains a gaming experience unlike any other. But while the financial success of SMT5âthe least challenging entry in the mainline series, which released to a world full of millions of players that loved Atlusâ Persona 5âis a victory for a studio that has historically struggled commercially, players familiar with the series expected this game to raise the bar for engaging mature stories with unparalleled turn-based combat.
A few of the short stories contained in the sidequests contain more impactful writing than the game itself. Good luck finding them amongst the unoriginal fetch quests. Good luck finding anything on the intentionally inscrutable map (thas that âSMT Bullshit that, for many, defines the series). Instead of thinking of this game as an RPG, look at this game like a collect-a-thon platformer with mature themes. That way, it has a better chance of exceeding your expectations.
The mainline SMT games hadnât been on home consoles in 15 years. This game achieves a lot to bring the series in line with what people expect from an RPG today. It feels unfair that this game isnât at least a 4/7 for me. From my very limited experience with the RPG genre, only Like A Dragon had a story that didnât disappoint. For context, I consider this story a 2.5/7.
And the other mainline SMT Iâve playedâNOCTURNEâgets a 4/7.
And the other mainline SMT Iâve playedâNOCTURNEâgets a 4/7.
Itâs unrealistic to expect a video game to have all the answers to the existential questions it wrestles with. Nocturne coats its plot in an ambiguous haze of environmental subtext, which isnât present in the latest entry.
There was a statement, made by either the gamesâs producer or director, that SMTV would deal with contemporary social ills in this game. For whatever reason, not much of that made it into the game. What little there is can be found in side quests. The social commentary ends up being boiled down to the simplistic black and white thinking of âlaw vs chaosâ. If I didnât know about the unfulfilled aspirations of the game, I would have concluded that the current staff missed the point of what SMT s about. The first SHIN Megami Tensei game (1992) is perhaps the entry that incorporates a metaphorical analysis of modern day Japanese society best.
There was a statement, made by either the gamesâs producer or director, that SMTV would deal with contemporary social ills in this game. For whatever reason, not much of that made it into the game. What little there is can be found in side quests. The social commentary ends up being boiled down to the simplistic black and white thinking of âlaw vs chaosâ. If I didnât know about the unfulfilled aspirations of the game, I would have concluded that the current staff missed the point of what SMT s about. The first SHIN Megami Tensei game (1992) is perhaps the entry that incorporates a metaphorical analysis of modern day Japanese society best.