Shin Megami Tensei IV: Apocalypse 3DS Review — End of Days

One of the best RPGs of the decade gets a direct sequel. Does Apocalypse live up to its predecessor's impressive standard? Final thoughts and score!

Review by Jeremy Parish, .

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Atlus' Shin Megami Tensei IV remains one of my favorite games of this decade — a deep, complex, and incredibly surprising RPG built on a fascinating premise. Due to its 3DS exclusivity, SMT4 never really found the enormous audience it deserved, but any serious RPG fan has, in my opinion, an obligation to experience it for themselves.

I do, however, find my feelings regarding its sequel Shin Megami Tensei IV: Apocalypse somewhat more mixed. Or rather, its sequel of sorts. Called "SMT4 Final" in Japan, Apocalypse evidently began as a remixed ultimate version of the 2013 RPG before mutating into a work that goes in its own direction but doesn't quite stand alone. It's more of a side story to SMT4 than a sequel, tied closely to the previous game's plot while centering on a new hero. As such, Apocalypse recycles a great deal of SMT4's content, yet it doesn't entirely feel like a rehash.

Familiar environs, even if you've never been to Japan.

Instead, what we're left with is an odd creature, like an RPG hermit crab: A new story that's moved into another game's shell. Apocalypse takes place almost entirely in locations from SMT4: The near-future ruins of Tokyo, the last bastion of humanity in a world otherwise devastated by nuclear war. "Towns" here consist of different metro stations within the Yamanote circle, all rendered with loving care to perfectly resemble real-world train stops cluttered with the debris and wear of housing survivors for 25 years while demons maraud overhead — the same stations (with the same non-player characters!) that you journeyed through in SMT4. Some of the dungeons carry over as well.

But this time, you don't play as an otherworldly "samurai" returning to the devastated real world from the sequestered bubble of a fantasy realm. Instead, you play as a young punk who has only ever known the demonic hellscape of post-nuclear Japan, hoping to do his part to help ensure humanity's survival in the wake of the mounting battle taking place in Tokyo. The cast of the previous game plays a major role in the story, but you see them only as an outsider. Your brief encounters with SMT4's hero (canonically named Flynn) reinforce his power and general awesomeness: He and his companion Isabeau have stats 50 times as high as your own and can win battles in a single stroke that threaten to overwhelm you.

In fact, the game drives home the general shabbiness of your own protagonist (nicknamed "Nanashi," or "no-name," by his own companion Asahi) early on when he's effortlessly slaughtered by a high-ranking lieutenant of one of SMT4's main antagonists. Where SMT4 took a slow approach to kicking off the story by allowing you to believe the entire adventure would take place in a medieval kingdom for the first 10 hours or so, Apocalypse gets right into things by killing Nanashi at the very outset. It's here that the game begins in earnest: As you descend into the afterlife, you encounter a demon named Dagda who decides to turn you into his "Godslayer" and promises (or rather, threatens) to resurrect you endlessly every time you fall in battle until you satisfy his mysterious ambitions.

It's a sad thing your adventures have ended here! Oh wait, no, this is just the beginning.

The Shin Megami Tensei series enjoys a unique privilege: As its central concept centers around wars between literal angels and demons, it can freely deal in deus ex machina. The supernatural players who drive Apocalypse's plot are both inscrutable and powerful, and the conventions that so often feel frustratingly hollow in typical role-playing game plots actually work here. Yes, you the player are reduced to a pawn in some larger scheme, granted only enough strength and insight into the bigger picture to make you a more effective tool for the shadowy figures in the background. But when you're cast as a scrawny teenage refugee caught up in the machinations of actual gods like Thor and Lucifer, your powerlessness kind of goes with the territory.

At the same time, though, Apocalypse's no-nonsense cut to the chase does make it feel more like a typical SMT game. SMT4 stood out from its peers thanks to its fake-out opening story phase; even though the setting eventually shifted to a variant on the franchise's standard modern Tokyo, the enigmatic realm above the city continued to play a huge role in the game and added greatly to the story. The tower that links the kingdom of Mikado to Tokyo still sits at the center of the city, but the clear separation between the new hero and SMT4's Flynn drives home the fact that Mikado isn't really part of Nanashi's tale.

Instead, this new story works more like a subplot of the original game's: It runs in parallel to SMT4's "neutral" story path, ultimately leading to alternate outcomes. Unfortunately, SMT4's neutral outcome was incredibly difficult to achieve without the help of a guide. I ended up going "lawful" in my review playthrough, so I can't really speak to how neatly Apocalypse fits into that story besides the reverence the people of Tokyo have for their champion Flynn (SMT's neutral outcomes typically elevate humankind while rejecting both the lawful dogma of YHWH and the destructive anarchy of Lucifer) and the fact that his battle companion is Isabeau. Supposedly, though, Apocalypse's branching story line offers only only neutral outcomes, all different from those of the original game. So there's not much sense sense in looking for total consistency between the two games, which is probably just as well, as some of the play mechanics here don't really jive with where Apocalypse is meant to fall in SMT4's narrative. For example, why does the "world map" start out all blocked off to impede Nanashi's freedom of exploration when, by this point in SMT4, Flynn had basically opened up the entire city?

So, Apocalypse essentially amounts to a new creation designed as a tangent to the old. Even if the constant familiarity and dependence on the original SMT4 does undermine its sense of uniqueness, at heart you're still left with a Shin Megami Tensei game... and that's no bad thing at all. Apocalypse makes further refinements to the series' rich combat mechanics, meaning that unless you go with the easiest difficulty setting you're in for a challenging and frequently tempestuous role-playing experience.

Not many surprises here for fans of SMT4 — everything works as you'd expect.

Customization plays a crucial role in Apocalypse's design, perhaps even more so than in the previous game. While Nanashi doesn't have access to Flynn's futuristic "Gauntlet" device, his Dagda-haunted smartphone performs essentially the same functions. You earn "app points" every time Nanshi levels up, which you can then invest into phone apps to customize your experience. This fine-tuning ranges from basic functionality (allowing you to recruit more demons into your party) to methods that allow you to gain extra cash from battles or massively increase the overall difficulty level.

Demon recruitment plays a significant role in Apocalypse, per usual. The game includes hundreds of different demons, and you can entice all but bosses to join your party by pursuing the correct conversational gambits with them. These mid-battle chats appear to be even more unpredictable than ever, in a good way; making the same dialogue choices with a given demon type will have different outcomes from battle to battle, which reinforces the sensation that the monsters you're trying to ally with are fickle and unpredictable. But Apocalypse mitigates what could be little more than annoying randomness with a newfound cohesion: A demon with whom you share a failed recruitment conversation in one battle will eventually show up again in a later encounter and may remember having run into you before, developing a fondness for you in the interim and happily joining up that second time around. Knowing the demonic personality types involved can also prove helpful in steering your conversational gambits: A demon with an "old man" persona will tend to respond better to politeness and respect, while the likes of rowdy monsters and proud feminine demons can be more fickle in their responses.

Demonic fusion in the Mido app works the same as in SMT4 (and every other MegaTen game), with both level and demonic race determining the outcome of pairing together two monsters. Fused demons will inherit skills from their "parents," allowing you to customize your new creatures while simultaneously requiring you to make tough choices when paring a ton of great abilities down to fit the limited number of skill slots available to your new demon. This time around, skills can also mutate more dramatically through fusion.

As with the minor differences in conversations and fusions, the improvements Apocalypse brings to the MegaTen formula tend to be fairly subtle. The "press turn" concept continues to evolve here, rewarding players for making smart choices in combat and inflicting steep (sometimes game-ending) punishments for inept tactics. When you hit an enemy's weak point, the attacker is likely to "smirk," potentially gaining an extra attack for that turn and enjoying special boosts to certain standards skills on their next action. Enemies can gain a "smirk" bonus as well, though, and the game AI isn't shy about hitting your party members in their weak points; this isn't one of those RPGs where the computer attacks thoughtlessly, and you can lose an essential combatant in a flash when an enemy hits their weakness, smirks, and repeats the attack.

As in SMT4, random battles are on the outs, replaced by on-map encounters and opportunities for preemptive actions.

On the other hand, those same tactics work for you, too. The game's first major boss encounter maintains the fine MegaTen tradition of completely curbstomping unprepared players; it can use a skill on itself to gain smirk status and follow up by blasting the entire party with a devastating group elemental attack. But the game gives you several options for triumphing: You can use a special ability that nulls an enemy's smirk, or you can use an expendable item to reflect element attacks, or you can just use brute force and grind for experience. The franchise's emphasis on status effects and elemental targeting means that the advanced side quests that show up throughout the main story can give you a leg up; with a properly tuned party, you can venture into dungeons where enemies far more powerful than you dwell and still come out ahead, raking in ludicrous experience and cash for your incisive tactics. Risk-reward is alive and well in Apocalypse's world.

Of all the improvements Apocalypse offers, though, my favorite is definitely the way Atlus has made the previous game's Street Pass function available via Internet. While you can still Street Pass to swap info with other players, you can also go online and "encounter" 10 players at a time, trading valuable items. Since Apocalypse has already been out in Japan for quite some time, the online trade space is currently populated by people who have sunk hundreds of hours into the game and are willing to exchange some wonderfully valuable goods. While this is likely to change in the short term after the U.S. release floods the servers with new, inexperienced players, it's great to be able to Street Pass with Apocalypse players outside of PAX or a trip to Japan. You can also send out a demon with your online ID card and allow them to either develop new skills or fuse with others' demons — a crap shoot, but one that can yield enormous benefits. The one down side to Internet swapping: You can only do it once per every two hours of game time, and if you allow your attached demon to die in combat your trade attempt will fail and you'll be forced to wait another two hours before you can log on again.

My least favorite "improvement" here comes in the form of Navarre, the annoying green ghost of an annoying smug samurai from the previous game. Imagine if while playing The Legend of Zelda: Skyward Sword that Groose died and was given Fi's role — it sounds amusing at first, but it quickly wears on you. Especially since Navarre plays a key role in dungeons, functioning as a key to unlock doors through simplistic environmental puzzles. Navarre is one of several battle companions you can team up with throughout the game; unlike in SMT4, you can choose which companion you have active to end each turn with a free, randomized action. But even if Navarre isn't set to be your active companion, he still tags along and make obnoxious comments as both part of the story and through random battle interjections.

Navarre also ties in to Apocalypses's other middling mechanic, in which all your companions will team up to launch a massive unison attack. In theory, this should be marvelously helpful: Each companion in your retinue will use a special skill to buff or heal the party, then follow up with a physical attack. This can be of great value in difficult battles. The problem is that, so far as I can tell, there's no way to control when these unison attacks come into play. A team meter builds after each round of combat, and once it maxes out your companions will go all-in at the end of the next turn, resetting the meter to zero. This can be intensely frustrating when it happens in some scrub battle right before you take on a boss, wasting a valuable limited attack. It's not a game-breaking flaw, but being able to exercise a little more control over this precious commodity would be greatly appreciated.

Seriously, this guy is just the worst.

Overall, though, Apocalypse amounts to more of the same; for the most part, that's a good thing indeed. It's a meaty, involving role-playing game, filled with MegaTen standards and adding its own refinements. While its story does lose much of its predecessor's sense of uniqueness, there's something to be said for its lean, get-to-the-point setup. I hesitate to call it as great or essential as SMT4, but it's nonetheless one of the best RPGs available for 3DS — a system with no shortage of them to begin with. I still have a way to go before I reach the end of Apocalypse, though, so check back on Monday for my final evaluation.

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Comments 35

  • Avatar for retr0gamer #1 retr0gamer A year ago
    Can't wait for this game, I just hope they up the difficulty level. I found once you hit the world map the game becomes way too easy after the decent challenge it put up in Naraku. My only fear is Atlus will make it easier since SMT newbies had trouble with the first two bosses. Maybe it was just me and knowing the SMT system (status buffs and debuffs are the most important spells in SMT games). Maybe I'll just start this one on hard from the beginning.
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  • Avatar for Lonecow #2 Lonecow A year ago
    The only thing I didn't like in IV was the Samurai characters other than Walter. I hated hated hated the design of the main protagonist.

    The character design on this one might be more by the book in terms of post apocalyptic, but it grabs my interest much more.

    The thing I love about the first SMT is you are just a kid, or young adult living in the suburbs, and then the world goes to shit and demon eats your mom. It gives you such a weird feeling, and the detached art style adds to that.

    I might not be able to identify with some punk kid, like the new protagonist in the same way as the first SMT, but I can sure as hell put myself in his shoes more than some weirdo samurai.

    The samurai were cool only to reveal the plot twist. But now that the twist is blown, I am really looking forward to playing this with a more relatable looking protag. And it looks like you get more options than having to side with just 3 fairly uninteresting side characters.

    So I'm perfectly happy with reused assets. I'm playing God Eater 2 right now and having a great freaking time, and it is mostly reused psp assets in HD. Don't care. If the game is fun, then that is all I need. And I played through IV on Neutral so I'm set in that regard as well.

    The Navarre part does sound like it sucks though. Not looking forward to him.
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  • Avatar for moochan #3 moochan A year ago
    Not much of a fan of SMT4. Felt they really tried pushing the other characters and really SMT works well with fairly one dimensional characters. I know it's weird saying it but SMT is all about extreme so trying to round them out just feels out of place. Nocturne felt handled it much better since you hardly really talk to your friends at the start and when they show back up insanity happens.

    As for battles I felt adding Smirk was a bad move. Felt Pass-Turn system was perfectly fine while adding Smirk just made things annoying like when a Boss crit on it's last turn so you waste turns hitting him but unable to. Or when a team mate is being a moron and hitting the Minotaur with a spell it's strong against!
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  • Avatar for Jonnyboy407 #4 Jonnyboy407 A year ago
    Looking forward to the rest of your thoughts! SMT4 was my first SMT and is one of my favorite DS games.

    How is the map so far? Any improvements?
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  • Avatar for Shorap #5 Shorap A year ago
    Haven't played an SMT game since Nocturne, would this or OG SMT4 be be the one to get (seeing as how they both share a lot of assets)?
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  • Avatar for jeremy.parish #6 jeremy.parish A year ago
    @Shorap You really need to have played SMT4 to get the most out of Apocalypse. I'd start there and if you dig it, pick up this one afterwards.
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  • Avatar for jeremy.parish #7 jeremy.parish A year ago
    @retr0gamer The standard difficulty is reasonably fierce — I have seen quite a few game overs (such as they are), generally during boss battles, bonus quests, and against those gigantic enemy mobs that sometimes show up instead of regular battles. You can also bump up the difficulty to "abusive" at any time, should you be so inclined.
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  • Avatar for chaoticBeat #8 chaoticBeat A year ago
    I'm inclined to buy this even though I wouldn't get around to playing it for a while. I want Atlus to know that SMT mainline series still sells even though I've been wishing for another home console game ever since DDS.
    I did not like the demon art in IV as much as previous games but it was still an amazing SMT game. If they had changed the art style for Apocalypse to the more sophisticated art designs of the ps2 era games I would be more on board. I know that's too much to ask for though as they already have the base for this game to be built. I'm just happy we are getting this and I want to support it.@lonecow I wasn't a fan of the samurai protagonist either. I kind of like the idea of playing as a random kid that gets caught in a tug of war with the demons.
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  • Avatar for jeremy.parish #9 jeremy.parish A year ago
    @chaoticBeat As a matter of fact, they DID change the demon art for Apocalypse. SMT4 had a lot of designs and illustrations by guest artists (e.g. Napaea, Medusa) and they felt weird and out of place. Those demons were redrawn for SMT4 and feel a lot more consistent now.
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  • Avatar for chaoticBeat #10 chaoticBeat A year ago
    @jeremy.parish What??? Awesome! Ok, I'm sold. I enjoyed the good portion I played of IV (got lost in the city) but I had to overcome those off-putting designs.
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  • Avatar for chaoticBeat #11 chaoticBeat A year ago
    @Shorap I highly recommend Strange Journey for the DS if you haven't played any since Nocturne. It's really good...
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  • Avatar for riderkicker #12 riderkicker A year ago
    I'm glad that Best Buy's GCU will make this $50 into $40 for me. But I really have to finish the original and it's really hard to get back into it if I forgot what I'm supposed to do! I know the quests are "helpful" but all I have is fight Ashura
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  • Avatar for AstroDemon #13 AstroDemon A year ago
    I am just finishing SMT4 after about 85 hours, and it is easily my favorite 3DS game to date. It's a shame I got turned off by it at the beginning of the story and shelved it for a couple years (it happens). There are a lot of moments where the story says some interesting things about humanity and the nature of the universe. It is way more adult than most RPGs I run into, and I really appreciated that. I wish I had the time to do the NG+ and multiple endings.

    While I wait for Apocalypse, I bought Strange Journey and I'm going to see how far I can get. It seems really awesome so far. After that, Nocturne is waiting for me.
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  • Avatar for The-Challenger #14 The-Challenger A year ago
    I loved the soundtrack to SMT4. Anything note worthy in this sequel, as far as the music goes?
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  • Avatar for retr0gamer #15 retr0gamer A year ago
    @The-Challenger the soundtrack overall is really great, just like the first game. I'm particularly fond of the new world map theme.
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  • Avatar for MyNameIsMe #16 MyNameIsMe A year ago
    @jeremy.parish The only thing I hated about the original SMTIV was the confusing overworld map and not knowing where to go next. Has that changed in Apocalypse?
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  • Avatar for jeremy.parish #17 jeremy.parish A year ago
    @NTWHA It's still pretty confusing, but the game does give you a tool for checking waypoints.
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  • Avatar for SatelliteOfLove #18 SatelliteOfLove A year ago

    It feels very VERY ancient Wizardy. You bring the right team and the fight is unloosable, but if anything goes actually wrong it's a wipe. The differences was from load-out based skills and the completely restriction-less Fusing; once you hit Tokyo (this game's Kanji Dungeon) that meant reload and curbstomp. That chain-Smirk is the only real threat to you short of Tetrakarn/Makarakarm spamming enemies (and most of those are post-bosses).

    Alot of JRPGs are balanced like this now; massive swaths of stackable power inviting itself into your deck and a few side bosses that very deliberately screw you for utilizing that power.


    oh I hope so.

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  • Avatar for Lonecow #19 Lonecow A year ago
    @AstroDemon I strongly recommend you play the first two SMT after Strange Journey. I'd even recommend you play them first. With a fan translation unless you know Japanese.

    The graphics are really dated, of course, but there is just something about the weirdness of it all that holds up. More than SJ I think and Nocturne (which is the only SMT game I'm not a fan of (I know I'm in the minority)).

    Like I said in my other post, the first game taking place in modern day just adds to the creepiness of the whole thing. It kind of starts like Earthbound and then goes to hell. The graphics in the second game are a lot better, but I found it a lot more difficult to figure out where I'm supposed to go.

    But I'm a sucker for games that are set in modern day more than fantasy settings. Partly why I wasn't wild about how SMT IV begins.Edited 2 times. Last edited September 2016 by Lonecow
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  • Avatar for blacknitecrash #20 blacknitecrash A year ago
    I thought it was just me that was frustrated with the navigation in the previous game. I put in over 40 hours into it but gave up realizing that at least 5 (maybe 10!) of it was trying to figure out where to go next. It's really nice to know that they added a waypoint system because I literally loved everything else about the game.
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  • Avatar for Ghopper101 #21 Ghopper101 A year ago
    Buying Atlus games is always difficult for me, since I know that box copies will be rare but the game frequently go on sale on the eshop.
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  • Avatar for Kuni-Nino #22 Kuni-Nino A year ago
    Loving this review Jeremy. I feel like it's an in depth and balanced look at the game.
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  • Avatar for Yesshua #23 Yesshua A year ago
    Hey Jeremy, I have a kind of unusual question for you. Is SMT 4 Apocalypse actually about anything? The original SMT 4 was pretty clearly about Japanese identity and isolationism. Not only is Tokyo shielded from the outside world, but even within Japanese homogeneous Tokyo there's a more pure society that's feudal samurai and agriculture. There's a key sequence where you help the Japanese demons throw the Chinese demons out of a sector. The entire final arc of the story revolves around the classic "protectors of Japan" who have stood at their posts throughout the apocalypse. The final morality decision ends up being how protective and isolationist you want to be as a member of "Mikado" (old Japan). Do you purge the outsiders, coexist with them, or invite them to rule?

    So that stuff was pretty interesting in SMT 4, although it was certainly thematic material that communicated better to the Japanese audience. I realize that you're kind of needing to rush through this game right now, but have you noticed any particular messaging? It seems like Mikado is much less of a focus this time around and since you play as a native of the underworld the whole isolationism angle wouldn't make much sense. So what's the new theme? What is this game, you know, about?

    It's possible the game is vapid and has no particular subtext, but given the pedigree of the franchise and also this particular team I think there's probably something there. And if there is, you're the only reviewer who's gonna find it. I have faith in you Jeremy.
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  • Avatar for jeremy.parish #24 jeremy.parish A year ago
    @Yesshua I'm reluctant to try and play cultural anthropologist with these games. I will note, though, that the new antagonists largely come from Hindu lore, with a few Norse figures acting as prime movers in the plot.
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  • Avatar for AstroDemon #25 AstroDemon A year ago
    @lonecow Thanks for the recommendation. I have played SMT1 on iOS which kind of started my excitement for the series beyond the Persona games. There was a lot in SMT4 that were homages to the first game and I appreciated that. I haven't played SMT2, and I figured if Atlus believed in the game they would localize an English version, but there may be more to it than that. Is SMT2 significant enough to track down a fan translation?

    I have been playing Strange Journey these last couple days and I really like it. I intend on playing Apocalypse when I get my copy this coming week too. Also, I started a game of DQ7 as a palete-cleanser, so this is going to be a busy time for RPGs. I've never played so much on the 3DS as I have been this year, as I'm normally a PC gamer, but I'm enjoying myself.
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  • Avatar for Yesshua #26 Yesshua A year ago
    @jeremy.parish I was hoping that cultural anthropology wouldn't be necessary with this one. Strange Journey was universal enough. The Law/Chaos was contextualized as passing judgement on humanity after dungeon crawling through physical manifestations of our sins for 50 hours.

    Devil Survivor 2 was also universal and straightforward. Law/Chaos in that one was presented as communalism vs individualism. You were picking between the commies and the aristocrat.

    But SMT IV remixed the Law/Chaos dichotomy as Japanese isolationism and purity versus losing identity to the "unclean ones". I think that the SMT IV did a really good job with this and how they pulled a switcheroo by making Tokyo the land of the foreign outsiders would certainly have challenged the instincts of knee jerk supremacists. But it's a very Japan specific idea to be exploring, with their racial history and present.

    SMT IV Apocalypse hopefully presents a new angle that's a little more applicable to international audiences. Not because what SMT IV did was bad, but because I didn't understand the point of the story until two times through the game and outside reading. Fingers crossed I guess.
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  • Avatar for moochan #27 moochan A year ago
    @SatelliteOfLove I get that but felt the system just didn't work as well as it should have. Nocturne if an enemy crit the game just gave it a second turn (or half turn really. Now if the crit happens and its your turn you basically waste a whole turn because while under Smirk they pretty much immune to a lot of your attacks. Felt like instead of punishment for bad moves like in Nocturne it just make everything more of a chore to get through. And once you unlocked a bunch of new demons you become so overpowered that nothing really mattered.
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  • Avatar for Modern-Clix #28 Modern-Clix A year ago
    @retr0gamer Probably being used to it. For example, coming from the Persona series, I find demon fusion in SMT daunting as heck with all the options, the inheritance rules, and of course, miss having a list showing all my possible fusions, including demons I have in the compendium. I can do the latter to an extent in SMT, early in the game, but once I got to Tokyo, it would tell me that the search results are too numerous to show so then I would have to search for something particular, which made it more daunting since I don't always know what I want!

    So in my case, I power leveled a great deal so I can offset the millions of demon fusion possibilities, and now I made the game less punishing towards me with exception of the bosses.
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  • Avatar for jeremy.parish #29 jeremy.parish A year ago
    @moochan Apocalypse has a skill that allows you to nullify Smirk. I've kept it on my MC and carried it through a certain demon throughout a succession of fusions. It's essential.
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  • Avatar for ironjoe99 #30 ironjoe99 A year ago
    Jeremy, any thoughts on the soundtrack? I really enjoyed the original IV's playlist, but I'm curious as to how much new music there is. Of course you'll probably bring this up later, so please ignore if busy.
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  • Avatar for moochan #31 moochan A year ago
    @jeremy.parish That's nice to hear. Also that final thing about an all out attack reminds me of FF9 and how annoying how limits worked there.Edited September 2016 by moochan
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  • Avatar for jeremy.parish #32 jeremy.parish A year ago
    @moochan Yes! I thought about mentioning FFIX's limit breaks in there but felt like it was a bit too esoteric a footnote. Glad I'm not the only one for whom that came to mind. Building up a meter over multiple successive battles but not being able to choose how to trigger it is deeply frustrating.
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  • Avatar for Kadrom #33 Kadrom A year ago
    @ironjoe99 I have had the soundtrack since the Japanese release and it's pretty fantastic. I don't have the game yet so I don't know how much if any from the original is reused, but it's more excellent stuff from Ryota Koduka
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  • Avatar for Lonecow #34 Lonecow A year ago
    @AstroDemon SMT2 I think improves a lot of the first game, but it is set in the future so it kind of looses what pulled me in in SMT1 with the modern day setting.

    but I think the art and graphics hold up a little better. There is more variety than bleak 80s mall pattern which is 90% of SMT1. The story and characters are better as well. It's a more fleshed out game for sure. I like it over Strange Journey. And really the graphics from SJ aren't much different than 2.

    I get what you mean about a pallet cleanser. I have DQVII ready to go for the exact same reason. haha
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  • Avatar for retr0gamer #35 retr0gamer A year ago
    @Modern-Clix The secret to SMT is always be fusing! If you can make higher level demons then do so. It's not like Pokémon where there's a benefit to keeping early pokemon.
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