JonathanNemo
Member
Finally got around to finishing this one on the neutral route after I put it down a year ago in the middle of neutral endgame
.
I think this one is tied with Digital Devil Story: Megami Tensei II on the Famicom for my favorite SMT game so far. Persona 2: IS and EP would probably be up there too, but I haven't tried them yet.
It fixes a ton of problems I had with the first Shin Megami Tensei, though I wish the alignment system wasn't entirely based on dialogue options like in Nocturne. SMT I and II at least gave you some wiggle room in that every action, from fusing demons, to accepting healing from aligned temples, to slaying demons of the same type as those in your party, would tilt your alignment in a fixed direction.
The IV system makes it really stressful to manage a neutral aligned run, no guide I've seen actually lists all the dialogue options and how they affect your alignment. That boned me over when I was clearing
and there were at least three major decisions not counted by the walkthroughs and alignment guides I've seen in circulation. If you're not following a guide, the only sane solution becomes to avoid challenge quests, save just before the
, play until alignment lock, and then go back to completing challenge quests to adjust your alignment if you didn't get the result you wanted.
Final dungeons were also disappointing. Somehow I got to trigger
to full heal and then cast almighty magic constantly because I THINK I was using the Luster Candy buff(?), so I used cheesy reflect magic instead to avoid his full heal cheapness and that fellow became a pushover. The last batch of sub-bosses and final bosses don't really pose any interesting challenges, besides questionable AI. This game holds true to a certain problem that Atlus RPGs have, in that it's easy to get sick of the combat system towards the last ten hours of your first playthrough. Having each late game battle come down to trading buffs and unblockable magic or maybe super-strong pew pew lasers makes the flow of combat less fun.
Neutral endgame could have also used at least one dungeon that was entirely its own. I guess they figured it was best to follow the SMT I example of forcing you to complete the dungeons and final bosses for Law and Chaos routes for neutral endgame, since Neutral's content that most people won't ever see, and call it a day.
The DLC bosses might address some of the problems I had with the endgame bosses, but from the sounds of other people's impressions, maybe not.
Otherwise, loved the setting, and the story ends on a nice note where everybody goes home happy in the Neutral end. Mixed feelings on IV Final, I only assume they're playing fast and loose with continuity since
I guess that's what happens when you make a sequel to a game that could have easily been the company's last, one Konami buyout away. brr.
Strongly recommend this game. Just take it easy for the endgame and don't force yourself through the last twenty or so hours. Atlus games could stand to be a bit more brief at times.
challenge quests ho!
I think this one is tied with Digital Devil Story: Megami Tensei II on the Famicom for my favorite SMT game so far. Persona 2: IS and EP would probably be up there too, but I haven't tried them yet.
It fixes a ton of problems I had with the first Shin Megami Tensei, though I wish the alignment system wasn't entirely based on dialogue options like in Nocturne. SMT I and II at least gave you some wiggle room in that every action, from fusing demons, to accepting healing from aligned temples, to slaying demons of the same type as those in your party, would tilt your alignment in a fixed direction.
The IV system makes it really stressful to manage a neutral aligned run, no guide I've seen actually lists all the dialogue options and how they affect your alignment. That boned me over when I was clearing
Lilith's domain with Jonathan
post Yamato Reactor bits
Final dungeons were also disappointing. Somehow I got to trigger
Belial
Neutral endgame could have also used at least one dungeon that was entirely its own. I guess they figured it was best to follow the SMT I example of forcing you to complete the dungeons and final bosses for Law and Chaos routes for neutral endgame, since Neutral's content that most people won't ever see, and call it a day.
The DLC bosses might address some of the problems I had with the endgame bosses, but from the sounds of other people's impressions, maybe not.
Otherwise, loved the setting, and the story ends on a nice note where everybody goes home happy in the Neutral end. Mixed feelings on IV Final, I only assume they're playing fast and loose with continuity since
I already saved Navarre in a challenge quest, and unless they're planning on wedging that game between all the moments when Flynn isn't in this universe, I'm not sure how it's going to work aside from an alternate universe.
Strongly recommend this game. Just take it easy for the endgame and don't force yourself through the last twenty or so hours. Atlus games could stand to be a bit more brief at times.