It's a special game. I do think some aspects have aged a bit (the skill and fusion system in particular), but the game is just so unique, so well designed and innovative that it'll always be one I hold dearly.
Yeah, I like the idea of the 'Reasons', and much prefer it to the really simple Law/Chaos dichotomy, but there was nothing dramatic about how they were executed, no weight in the way they were portrayed. I end up caring not even one bit about any reason and just going for TDE.
Something about the prose in Nocturne is also special in a way that is extremely difficult to accurately describe. Like everything else in this game it feels elegant and detached, gods and goddesses are appropriately otherworldly without sounding like haughty stereotypes, lower demons are funny and crass in a way that's not so on-the-nose. Again it's very difficult to pinpoint but something has been lost in the writing of the newer games, even a bit as small as how angels and demons in the game actually never name anything directly as God, but instead refer obliquely to a Lord, an Absolute, or a Great Will, Nocturne just gets all the little details right.
Kaneko still worked on the series for a while after this and DDS was also directed by Hashino whilst working with Kaneko. If anything, this was Okada's farewell to a series him and Kaneko helped build up, but it was Hashino who brought his vision to fruition for this game. He helped create the Press Turn system, a mainstay for the series for a long time afterwards, dude deserves mad props for his amazing work on this game. Yamai just brought even more amazing design to this game in the form of the Fiends and the Labyrinth of Amala. Not forgetting Shogo Isogai's brilliant design and writing as well. Frankly, it was the entire design team at Atlus just firing on all cylinders with this game.
Been patiently waiting for an HD rerelease for a while now. Ditch Dante if you must, Atlus, but I need to replay this game. I'll even just take a PS2 port if need be.
this is a really controversial opinion but I think semi-random skill inheritance is Good, Actually. Without any limits whatsoever, the newest entries really mess up the difficulty curve. Making really tough choices about what's REALLY worth keeping on your demons is fun! And for those who just can't stand to make tough decisions, you can grind by pressing X and O a lot.
This is something that also stood out to me back then. The game's dialogue feels very sober, almost subdued, which isn't something you can usually say for JRPGs, a genre usually concerned with being as flashy and in-your-face as possible. It's a game that likely would've been better received had it released this decade than when it did since it aligns more with the design sensibilities and preferred tone for western fans of japanese games in a post-Souls world. I believe the same holds true for Dragon Quarter in a way, which came out in the same era (well, the latter also needed to not be called BoF to avoid messing with expectations).
Damn it, I'm far too busy with other games already, but this thread is making me want to start a new game of Nocturne right away. If only we could get a remaster with better resolution, uncompressed music AND EVERYTHING ELSE UNTOUCHED!
Maybe I'll be proven wrong with SMT HD but I get the distinct feeling we're never going to see something quite as cohesive and special as Nocturne again from Atlus. It was made by the right people at the right time in Atlus' history. Okada isn't with them anymore, Hashino has moved on, Kaneko isn't coming back for whatever reason (and I don't believe he ever will), and the company at large seems to have shifted focus to more marketable products if Apocalypse and the changes made to Strange Journey are anything to go by. Even if the new game ends up being "dark", I fully expect it to be so in a more conventional way. "Look at all this death, and the evil character making evil faces!" kind of way, instead of Nocturne's colder, detached, surreal, somber approach.
The game is undisputed in atmosphere as far as I'm concerned.
The art direction and environmental design is out of this world.
I wish I could love this game as much as others. While I can readily recognize how peculiar and interesting it is, I have a hard time forgetting about some of its flaws, most of them stemming from how old school some of its design decisions are.
My gripes :
- MC handles awkwardly, making exploration annoying, compounded by...
- the encounter rate. While I have no issue in theory with random encounters, SMT3 can get really stupid with them.
- Menu design is pretty bad. Being unable to show an explanation of a move unless you go in the specific Skills menu is very annoying, especially when it's impossible to do so while in battle. The whole fusion menu falls under this. Talking about fusion...
- Reroll for skill inheritance is a pure time waster. If they wanted to avoid the unbalanced mess of free skill inheritance, they could have simply given a power grade to each skill and a limit to how much combined power grade you could pass on to a fusion depending on the kind of demon created.
- Keeping track of possible fusions is a mess in general, leading the player to just fuse whatever seems the strongest at the time. I don't know how you solve this one, but I'm no interface designer, it's not my job.
- The pacing. I appreciate that the game doesn't waste my time with 30 minutes monologues and shit, but some parts of the game are incredibly long with little happening to spice things up, which is exhausting. It gets worse and worse as the game goes on.
- The reasons. SMT3 has probably the best "sides" out of all the SMT stories I know of, but they still don't really work for me. The characters that represent each sides still end up making a ridiculous leap of logic somewhere along their development and proceed to lose me completely.
With that said, the game has a great soundtrack (though I don't know what's up with the battle tracks sounding like they were recorded through tin cans) and holds up really well visually. It really nails down its haunting otherworldly atmosphere and I get why people clamor for more of that after SMTIV.
Some fair stuff here along with some stuff I don't really agree with at all, but regarding the bolded I will say that the game sort of already does this! Did you notice how it was nearly impossible to pass on Mana Refill, Mediarahan and Megidoloan at the same time, especially if you had any other lower skills in the mix? that's the game basically telling you that trying to get exactly everything you want over at once is an extra bonus. the feeling of getting that perfect demon every once in a while is definitely great, not gonna lie, but the moment I got bored of hitting X and O I'd just suck it up and go with a less overpowered pick. Certainly agree the game should more clearly telegraph the times a skill isn't transferring over no matter what though, no Fog Breath on Lilim is weird.
I do know that the game has rules when it comes to skills inheritance, I'd simply rather the last element not be a pointless rng minigame. That's the thing : there are balancing rules already, why not explain them to the player and let them get on with it? If the point is to have that rare case of being able to make a demon with a really good build, then they could have introduced a separate, very rare currency to force a skill to be passed down or something. That's basically what the precious stones/mitamas are for in a sense. I don't know, I just really dislike rng when the only difficulty it creates is how much time you're willing to waste dealing with it.
Out of curiosity, what do you not agree with at all?
(and damn, this thread made me listen to the ost. Makes me wanna buy an MC505 again)
I've written on this masterpiece many a time.
http://www.neogaf.com/forum/showpost.php?p=189910856&postcount=167
http://www.neogaf.com/forum/showpost.php?p=173051488&postcount=23
http://www.neogaf.com/forum/showpost.php?p=151658444&postcount=191
http://www.neogaf.com/forum/showpost.php?p=153003326&postcount=869
And I will never tire of singing its praises.
Ahh the (bad) memoriesHow terrifying is it when a boss casts Beast or Dragon Eye, and suddenly a string of new turn icons appear?
We are not alone.(yes there are at least 1 dozens of us, [dozens!] who like Persona 1)
playing smt4 immediately after 3 was a huge let down. i hope the next game can bring the franchise back to nocturnes level of greatness.
The Amala Labyrinth is one of my favourite dungeons in any RPG. Love how much more sinister it gets as you progress. The battle theme is so rad. I just wish the progress wasn't gated through the fiends that can be so easily missed. I needed a guide to get to some of them.The Amala Labyrinth still one of the most atmospheric levels in any rpg.
The music, the story, the bosses, the art and design. Damn I'm pretty sure that place makes the game for me.
I wonder how well this emulates.
I might give it a try.
I made a LTTP not a few weeks ago.. currently stuck on Kabuchiko prison..any help is appreciated.
http://m.neogaf.com/showthread.php?t=1411668&page=100000
Never played a SMT game aside from Persona 5.
But yeah this game is awesome.
fuck
I did recently feel P1 and Nocturne had things in common in their surreal vibes and, for many, impenetrable characterization barriers.
Good write-up. This is my favorite game ever.
We are not alone.
Did you try jumping into pits on purpose at any point?
I can't believe how many people are actually reading though and even clicking through the buried hyperlinks! Never thought my crappy shot would show up here haha.
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A lot of the old SMT and Persona games are in this weird limbo where there is no good way to play them these days. I bet most people don't even know they exist.
playing smt4 immediately after 3 was a huge let down. i hope the next game can bring the franchise back to nocturnes level of greatness.
A lot of the old SMT and Persona games are in this weird limbo where there is no good way to play them these days. I bet most people don't even know they exist.
If you have a PS3 or PS2 Nocturne still plays very well. Though I agree on the rest, with Persona 3 having no good version, DDS duology PS3 version having issues, Persona2 Eternal Punishment locked on the PS1, Persona 4 Golden trapped on the Vita.
P4 vanilla is playable on PS3 though.