Still the gold standard for a JRPG many years on.

It's often punishingly cruel (looking at you, Matador), but the cruelty always comes with a point — Matador is a tough lesson about (de)buffing and Focus, both of which are necessary skills for the entire rest of the game — and nothing's quite as satisfying as a tough Nocturne fight. There aren't a lot of other RPGs — to this day, even — that require much in the way of thought to random encounters, but Nocturne makes tactics a necessity for nearly all of the game — it does drop off in difficulty late-game but that's true of most every SMT.

The game's characters are still fantastic as well — pretty much everyone save some of the Manikins is enjoyably mercurial at best and deeply cruel at the worst — very much appropriate for one of the best-designed apocalypses from any media. Yuko's failures of ambition, Chiaki's descent into abject cruelty, and Futomimi's arc — all of it is incredible stuff and striking to this day.

Aside from all that it's clear proof that a good sense of aesthetics can prevent a game from feeling dated — the game is stunning to look at despite being over 15 years old. Kazuma Kaneko's work on demon design is fantastic, and the environmental design is stellar across the board — even the caves (a traditional RPG design stumbling point) are well-designed — no small feat. Good stuff all around!

Reviewed on Aug 03, 2020


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