Showing posts with label Nocturne. Show all posts
Showing posts with label Nocturne. Show all posts

Saturday, November 1, 2014

Impressions #18: Shin Megami Tensei: Nocturne

Lately, I have been going back and playing old Shin Megami Tensei RPGs that I, for various reasons, missed back in the day. Dubbed the “season of ATLUS” by yours truly, this has been dominating much of my free time. The most recent game I completed in this process is Shin Megami Tensei: Nocturne. Released in 2003, Nocturne (Lucifer's Call in Europe) in pretty infamous in the JRPG community, with a very noticeable cult following. Like other SMT games, it has cultivated a reputation for difficulty. Though some will find it more or less difficult than others, my experience lends more credence to this reputation than other SMT games that I have played.

But before we get into any of that, I want to take a minute to discuss the game's plot and premise. A shadowy organization has decided that the current direction taken by humanity has resulted in a bleak and depressing existence. To that end, they take steps to end the world, using it as a basis to form a new one, in an event referred to as The Conception. This is where the protagonist comes in. The player assumes the role of a Japanese high school student who, by some blunder of fate, managed to survive The Conception. Afterwards, Lucifer (Yes, THAT Lucifer) takes an interest in him, and implants in him what is known as a Magatama, a parasitic life form comprised of pure demonic power. As a result, the protagonist is transformed into a half-human, half-demon entity called the Demi-Fiend.
In the Vortex World created by The Conception, demons are allowed to roam freely. There are only a few lucky humans who remained alive. It is these humans who have the ability to create the new world. In order to do this, certain steps need to be taken. First, they must resolve themselves to a philosophy on which the new world will be based on. This Reason, as it is known, can be taken from another person or conceived as an original belief. Then, enough creation energy must be gathered by them in order to summon a deity, to represent that Reason. After every represented Reason has battled it out, the winning belief will be used to create the new world.
Since the protagonist is a demon, he cannot create a Reason of his own. However, he is free to choose to support or oppose any Reason that has already been established. The player, in this capacity, will determine which, if any, of the Reasons will emerge victorious. Through the choices made, and the alliances formed, they gain and lose reputation with the various three factions, each representing their own Reason. At the end, it is this which determines whether or not the protagonist is in support of any Reason. Should the player decide to reject all three reasons, then their personality, as represented by their choices, is what will determine the new world.
While this may have been an interesting concept in 2003, most modern gamers are already extremely familiar with the concept of narrative choice. It worked, but it honestly was not all that interesting. This was from a time when such ideas had been relatively unexplored, so this is to be expected. Still, people playing Nocturne from a modern perspective might find this whole plot disappointing. Even the characters are not really that well written. Most of them are jerks and most of them have absolutely no reason to be. The story had potential to go in some really interesting directions, but failed to do so. Ultimately, while there are some interesting elements, the plot is mainly used to justify the gameplay and dungeon crawling, barely able to stand on its own.

As for the combat, SMT: Nocturne was the very first game to utilize the Press Turn System that most SMT games would come to utilize at some point. I have already detailed the basics of this system in my Digital Devil Saga Impressions articles. Playing this game, it becomes apparent that this is only the start of a system that would be greatly refined and reinterpreted in many ways. Unlike Digital Devil Saga, turn order is determined purely by the Agility stat, with the fastest going first and so on. Further, the combination attacks that proved so useful in Digital Devil Saga were noticeably absent here. Aside from that, I have discussed the system enough, and have no real need to talk more about it. Nocturne served as a great proof-of-concept for the system, which would later become a fundamental groundwork for combat in ATLUS RPGs.

Another interesting note of comparison lies in the way character and party development works in Nocturne, compared to other SMT games. Unlike Digital Devil Saga (but like most), the player party consists primarily of demons. In order to get these demons to join the party, it is necessary to negotiate with them. During the course of the battle, on the turn of either the protagonist's or a demon with a conversation skill, the player can attempt to talk to a demon in the enemy party. In the first phase of the conversation, the player will need to convince the demon to like him. Should that be a success, then the demon will make requests. Appease it, and it will either join the player, give an item, or retreat from battle. Failure will result in an enraged demon, causing the enemy's turn to start. In this way, there is always an element of risk involved with negotiations. Mitigating and accepting this risk by eliminating enemies before striking up conversation is as important as the actual act of talking.
Having said that, the demons gained through conversation are still pretty weak. The true way to gain a powerful party is through Fusion. At special locations referred to as Cathedrals of Shadow, the player can combine two demons into a new one. The result will have their own skills, but will also inherit some of its predecessors'. During specific times, a Sacrificial Fusion can also be done. Along with the original two demons, a third can be sacrificed. Depending on the strength of the third, the result will rise in power. Skills from this final demon can also be inherited by the result. Like in other SMT games, this process of Fusion is the key to maintaining a strong party throughout the game.
However, there are elements that clearly demonstrate the dated nature of this particular beast. For example, as earlier SMT games were known to do, Nocturne tends to rely far too heavily on random number generators. The specific skills that a fused demon will inherit is determined by a roll of the dice. I often found myself deselecting and reselecting fusions over and over in order to attempt to get the skills I wanted on my party member. Old SMT gamers probably will not mind that. On the other hand, people who have grown accustom to selecting inherited skills in games like Persona 4 Golden might be less inclined to go back. For better or worse, it is a very noticeable throwback.

As a demon, the protagonist also develops his own skills, albeit at a much faster rate than others. However, he does it differently. Throughout the game, players will acquire different Magatama, which confer different resistances and skills to the protagonist. Upon level up, should the protagonist be at a sufficient level, he will learn a skill from the Magatama. Like other SMT games, only 8 skills can be equipped at a time. To learn a new skill, one of the previous ones needs to be forgotten. Unlike Digital Devil Saga, there is no going back. Once a skill has been unequipped, it cannot be relearned. This can often result in making difficult decisions, because making the wrong choices on not only what skills to keep, but in what order they are learned, can quickly put the player at a disadvantage. The freedom to choose from any previously learned skills did not yet exist. Again, the dated-ness of the design very clearly shows.


And that is the ultimate problem with Nocturne. While it was a fantastic game at the time, and still continues to be very fun, it has been succeeded quite thoroughly by later works from ATLUS. It is a game that over 10 years old. Showing that age, it serves as an interesting data point to compare other JRPGs with. Moreover, classic SMT fans, eternally looking for challenging and varied battles against demons, would be well served playing Nocturne. I myself would be lying if I said that I hated the game. I enjoyed my 60 hour playthrough. Though a second playthrough seems unlikely, I would not completely rule it out. That said, people who have come to know the modern conveniences of ATLUS design in games like Persona 4 Golden might be put off from the old school design philosophies that went into it. This is what one would refer to as a “niche” game, even by ATLUS standards. Keep that in mind if you intend to try it out.

Thursday, October 30, 2014

The Texture Pop: Episode 13: Spoopy

As the Halloween episode, we considered it very important that we don't talk at all about Halloween and act like the holiday doesn't exist.

Instead, we decided to do our usual antics.



0:00:00 Introductions
We never did discover Chris's joke. It was probably about ethics in game journalism.
As a podcast about gaming should, we begin by talking about Mountain Dew and Doritos (and Soulless Geoff Keighley). Literally 10 minutes were spent on this topic.
Call of Duty also comes up in this conversation.

0:10:05 Garrett saw Gone Girl.
It was super good. I don't know movies very well. Also, we make fun of Tyler Perry.

0:12:10 Garrett apparently went to his sister's school.
We're not sure if it was, in fact, his sister's school, but there is a high likelihood.

0:14:45 Garrett plays more League of Legends.
Which I'm sure none of you are surprised by.

0:16:50 Garrett talks Game Design Class.
And I don't have more to say about it.

0:18:45 Garrett is getting into Magic: The Gathering.
Which leads into a conversation about TCGs and video games. When you think about it, it is amazing how much money is being made off of what is essential small pieces of cardboard.
Even if I wanted to get back into Yu-Gi-Oh, I fear that the game has evolved so much that I wouldn't be able to keep up. Like Chris, I would pretty much only go for a digital/virtual card game nowadays. It is the only way to keep my costs down.
Man, I spent way too much of my parent's money on Yu-Gi-Oh in retrospect.

0:25:00 Garrett discusses his 360 exploits.
And brings out Sam's PC elitism by mentioning that he plays better on a controller than a KB&M. It's adorable.
I love that you can't see the visual joke on our audio-only podcast.

0:31:15 Viewer Questions
And the fact that Sam is no longer the only one to have access to the e-mail is confusing him.

"Have you guys heard about the controversy over the indie game, Hatred?"
Yes, I have. It looks so pointless. I just don't get it, and have nothing further to say on it beyond what was said on the podcast. Having said, this game came out at a terrible time, when the industry's reputation has been shot by recent events. We need to rebuild our credibility, not shatter it further.

"Have any of you guys played the old Ninja Gaiden games?"
I have, but I am really bad at them. The only game I played in the franchise is Ninja Gaiden Sigma. I died... a lot.
Chris is in a much better position to talk about them than I would be.

0:45:20 I played Shin Megami Tensei: Nocturne.
After all of the SMT games that I have played in the past few months, it is of no surprise that the other guys are getting confused by all of them.
An impressions piece on Nocturne will be released in the next few days. Expect an impressions piece on it in the next few days. My explanations on the cast we're great, so I hope that piece will better clarify my thoughts.
Yeah. Interesting, if niche, game.
The article on Persona 3/4 that Sam is referring to is this one that I wrote.

1:01:00 I played Shin Megami Tensei IV.
The big thing I am noticing in SMT IV is that ATLUS has finally been clued in to the fact that literally no one liked how fusion was strongly linked to needed to deal with the random number gods.
Which is a good thing. It saves the player a lot of time and patience.
Having said that, this is still an SMT game. Do not expect the game to give a shit about your pansy ass.
That comment on Persona being SMT-lite really isn't a joke. The original intention behind the Persona franchise was to make a more beginner-friendly SMT game. It did not succeed.
Technical difficulties were experienced.

1:11:50: Chris has been playing Hyrule Warriors.
And, very briefly, goes into a rant about how Dynasty Warriors gets a bad rap. I tend to agree with him on that, personally. Yeah, the Warriors games are stupid fun, but stupid fun is fun nonetheless. I even find myself enjoying them when I play them, as rare as those occasions are.
I sincerely wonder if Ganondorf being the bad guy is a spoiler. It is a lot like Mario and Bowser, where it would be more surprising to not have him as the villain. At the same time, some people might be upset at finding that out.
Aside from that, I have not much more to add to the conversation in the cast.

1:30:10 Sam was selling furniture.
Which gives me a pun opportunity.

1:32:10 Sam plays Adventure Express (by Adult Swim Games)
And it's freemium. Interestingly enough, it reminds me of Marvel Puzzle Quest.

1:33:50 Sam tried a game called Out There.
Not much to say.

1:35:50 Sam played a game called Device Six.
Again, not much more to add beyond what was said.
The trailer Sam was referring to is here.

1:42:50 Sam picked up Shadow of Mordor.
One of the rare times where you'll hear negative critiques of the game.

1:47:30 Sam talks with my game design buddies about indie games.
I honestly did not know my friend Javy was designing his own games. One of the ones Sam was talking about is this one. The site Sam says Javy referring him to was this one.

Javy himself is a pretty cool dude, that I talk games with all the time. You can follow him on Twitter. When Bioshock: Infinite was released, I did a Spoiler-Cast with Javy and our mutual friend Marc Price after we had all finished it. You can find that here.

1:53:00 Wrapping up.
My Impressions of Project X Zone are here.
And Sam's website is here.




Thursday, October 23, 2014

The Texture Pop: Episode 12: Project Hate Zone

Sam was busy for this recording, so he had to miss out. At the same time, Garrett had some things to do, so he was a little late to the record. This left Chris and I to start the podcast by ourselves. If it sounds a little quieter than usual, that's why.

Also, the reason this podcast is as short as it is is because we were trying to cut out podcast down to a more manageable length. As a result, each of us only had a time limit of roughly 20 minutes for our respective segments. I really like this, as both a participant and viewer (after all, I have to watch the episodes myself to write the annotations), because it forces us to talk about our big topics first, streamlining the whole production. At the same time, there is more than enough room for our usual shenanigans.



0:00:00 Introduction
In which I teach Chris about geography.

0:03:25 I wanted to discuss GamerGate, because I felt like we had to.
Commenting on this story.

Honestly, I haven't much more to add to this whole thing. It's getting extremely ridiculous, and destroying the image the industry has spent years cultivating. I really don't know how it's gained this ability to persist as long as it has. We'll probably all be better off when it's finally over.
That said, I do regret my choice of the words "tag and bag" though. That wasn't the kind of image I meant to convey. I think the jerk deserves to be punished for terrorist threats, but that was an unnecessary hyperbole on my part.

As for discussions regarding ethics and games journalism, it is a very complicated issue. The thing that people do not seem to understand is that when the industry is so small, everyone knows each other. While this does leads credence to some arguments regarding game journalists and insiders getting too buddy-buddy with each other. At the same time, when those relationships go too far, it is extremely obvious. Fluff pieces read like fluff pieces. Anyone with a critical eye can detect them.

0:15:55 Chris has a bone to pick with Ubisoft.
Commenting on this story.

I think the problem with that story isn't that Ubisoft was running Unity at 900p, 30 FPS. The issue was that they used such a bullshit excuse for it. I think Chris would have been much less angry if Ubisoft just said "We can barely pull off 900p at 30 FPS, we can't do 60 FPS". It's not the technicality, it's the blatant disregard for the obvious truth of the matter.

0:21:35 We discuss Civil War in the Marvel Cinematic Universe.
Commenting on this story.

The Civil War will be coming to the Marvel movies. Whether or not you liked that plot line, it is hard to deny that it sold well. I personally loved it (even if I only learned about it via talks with friends and wikis), but Chris did not.

I think that kind of highlights an interesting discussion that could be had about how different types of audiences respond to the same stimuli in different ways. Chris, from what I gather about our conversations regarding Superman and the Marvel Civil War, really enjoys when comics are black and white, with easily distinguishable good and bad guys. I, on the other hand, love moral ambiguity in my fiction. I love scenes that show how somebody might think they are the hero, but fails to realize that the consequences for their actions make them out as villains to others. I love stories where everyone means well, but their actions result in a shitstorm that needs to be dealt with. Those are the kinds of stories and characters I like, because I kind them much more interesting.

We then discuss Marvel vs. DC in terms of movies, which is always a sad discussion to have, because DC sucks with regards to movies.

0:30:45 I have, after what seems like an incredibly long time, FINALLY beat Project X Zone.
An impressions piece on the game will be posted on this blog on Saturday, for those of you who want a more detailed write up on my opinions. Until then, I've think I said all that I wanted to say on that subject for now. Aside, of course, from the fact that I did not like this game at all.

And leave it up to Chris to mention Destiny in this discussion, somehow.

0:42:40 I am playing Shin Megami Tensei: Nocturne.
On some level, I understand where all the talk about Nocturne being difficult stems from. At the same time, I think much of that talk is unwarranted. While it definitely does not hold your hand, the game can be made easy if players are smart about the demons the recruit and fuse to the party.

It's not so much hard as that it gives players a lot of room for customization, and counts on them being smart enough to use that room to make a well-balanced party. Otherwise, the game will punish them for poor decision making. The Press Turn System, which I elaborated on in my Digital Devil Saga pieces.

So far, I've really enjoyed the game so far. Expect an impressions piece when I do eventually finish it.

It is only in hindsight that I realize that I took entirely too long to say my points. So by the time I finished, we needed to move on to somebody else.

0:55:45 Garrett does some programming in his game design class.
Again, it's interesting comparing Garrett's classes with my own. He is going for a dedicated game design degree. I, on the other hand, am going for a generalized Bachelor's of Science in Computer Science.

As a result, we learn a lot of same material, but it different ways. I didn't really get into the nitty-gritty of planning out systems and mechanics until later. For me, the coding came first. But for Garrett, the opposite is true. I've not much to say on the matter, but it could be worth further study by academics as to how each style affects the student being taught.

0:57:45 Garrett reveals his inner Japan/Korea-ophile.
In particular, we talk a bit about Gantz. I remember that I had a couple of friends from high school loving that series. I would only learn about it later by browsing TV Tropes. Seems like an interesting series, but like most manga, I do not have the time to decide to catching up.

1:08:30 Chris talks about upgrading his desktop.
The bottom line is that one should not cheap out on PC components. Just go whole hog and get the full upgrade. At that point, it'll save you massive headaches later.
Learn from Chris's mistakes as I intend too when I eventually have to go through this.

1:19:50 Chris talks about his internet troubles.
In which Chris and I pool our shared internet knowledge in what could be called the most informative segment we've ever had on this podcast.

1:25:00 We wrap up.
We'll a strange bunch, for sure.