Danjin44
The nicest person on this forum
It great buff skill but it cost lot of SP, but you can increase your affinity towards support skill it would cost less.Apparently it was actual buffs like Attack Up X2 etc
It great buff skill but it cost lot of SP, but you can increase your affinity towards support skill it would cost less.Apparently it was actual buffs like Attack Up X2 etc
I skipped the Switch version, because I wanted to get the game on a console that could handle it. It wasn't worth the wait.
They should not have turned SMT into another generic open-world game. The environments have no personality, the pacing is a mess, and progression is unsatisfying. SMT5 isn't a bad game, but 12ish hours in, I'm pretty convinced that it's bottom tier SMT. Open-world design once again demonstrates why it is the absolute worst trend to happen to gaming. I'm tempted to kick this to the curb and just replay Nocturne again, since I've yet to play the HD version.
The Vengeance path isn't going to win any rewards, but it's decent enough to drive the gameplay and occasionally make you think about stuff.Impressions after about 6 hours. I bought it on launch, but had to finish my re-playthrough of P5R, so I only started a couple of days ago.
I gotta say I am disappointed by the bareboneness of the experience. My problem is not that there is basically no story or character motivation, I sort of expected this to be a lot more basic than Personas in this regard.
Lack of style? I mean, lack of the Persona style for sure. That's gonna come down to personal preference in the end, but I find the post 2 Persona's to be a bit overstylized at times in contrast with how dull the actual gameplay and plot action is. Personally, I prefer the post-apocalyptic dark atmosphere of despair, but if you don't, yeah this isn't for you.But the lack of style or, I don't know how to express it, quality of presentation, is really strange to me.
I can get an argument for more substance, but stylistically, like I said it's just a preference thing. The menu is highly functional which is what matters to me most.I just finished P3R and then P5R back to back. Both have so much more style, I even want to say more soul, although this is probably not true and is only a question of the allocated budget.
Basic things, like menu art, in SMT5 they look like some sort of a placeholder that was not replaced before releasing the game.
Your MC dies - no cutscene, no question for battle replay, no anything, you are just kicked back to main menu.
Odd. I find the soundtrack to be fantastic and I love how chaotic it is at types to represent the themes of the games. Persona music is more like jam music to me. The OST in SMTV feels more crafted as videogame music. Plus, you're in a demon world. I don't want to hear Lotus Juice Englishing all over every track. I want synth and guitars. I'm sure Persona 6 will have more of that for you.The music is also not my cup of tea, I honestly want to turn off the battle music completely, it's so grating to my ears. Especially after P5, where I could listen to "you never see it comiiiiing" forever and not get tired of it.
Sounds like you just want Persona, which is fine, but there's a reason they have separated from each other. I would just wait for Metaphor as that is likely to much closer to the modern Persona experience.That said, I do like the gameplay, all the demon's innate abilities look really cool and I can see there is ton of customizability and experimentation of the party setup.
It just feel like I am playing a low budget demake version of a great game and I so wish it had the presentation level of Personas.
I think the idea is less to make it an “open world” and more to have you feel like you are actually traversing Tokyo ala the Map by actively moving through the map in real time. Instead of going to a point on the map and entering a mini zone/dungeon. I do feel like this could have worked more if there was more dungeons to explore and alternate areas to go to. Maybe entering buildings and the like, instead of almost all of them being destroyed.
Im so far removed from modern gaming that I couldn't even place exactly wasn't clicking with me. But your post explained it perfectly - its that super gross open world level design.I skipped the Switch version, because I wanted to get the game on a console that could handle it. It wasn't worth the wait.
They should not have turned SMT into another generic open-world game. The environments have no personality, the pacing is a mess, and progression is unsatisfying. SMT5 isn't a bad game, but 12ish hours in, I'm pretty convinced that it's bottom tier SMT. Open-world design once again demonstrates why it is the absolute worst trend to happen to gaming. I'm tempted to kick this to the curb and just replay Nocturne again, since I've yet to play the HD version.
I completely agree that this primarily a style preference and I am really looking forward to Metaphor.The Vengeance path isn't going to win any rewards, but it's decent enough to drive the gameplay and occasionally make you think about stuff.
Sounds like you just want Persona, which is fine, but there's a reason they have separated from each other. I would just wait for Metaphor as that is likely to much closer to the modern Persona experience.
Oh, you were playing the original path? Ok, then I understand your complaints more. I never finished the original path, like you I started it on release and put it down because it felt so bare bones and there were other games I was playing at the time.I completely agree that this primarily a style preference and I am really looking forward to Metaphor.
The game being designed for low res Switch screen might also be a serious limiting factor design-wise. IMO, it does not look great blown up to 55" TV. I guess I should have stuck with Steamdeck in handheld mode.
Also, I just got to the first boss fight and when you die to that, there is suddenly a cutscene. Dying in the openworld is an almost immediate cut to main menu.
Would you say the Vengeance path is better for a single playthrough?
I don't expect any of the confidants\schoollife stuff from Personas (frankly I am tired of it after 2 games in a row), but is it maybe more interesting than the original?
it's very impressive, & adds so much life to the game. i especially love the miman comments...Dude, I love these edgy and frankly hilarious interactions that Nahobino has with some of these demons. The new Demon Haunt is such a great addition to SMTVV!
Pretty early on in the new Daat zone but man, it’s incredibly unnerving in a way that’s hard to describe. I feel like it has this biblical, Garden of Eden aesthetic going on paired with music that brings to mind cosmic horror. I love it.
LMAO there's nothing open world about these zones, you move in a linear fashion from point A to point B following quest markers. The structure of the areas is like any other outdoor environment dungeon in every JRPG everI skipped the Switch version, because I wanted to get the game on a console that could handle it. It wasn't worth the wait.
They should not have turned SMT into another generic open-world game. The environments have no personality, the pacing is a mess, and progression is unsatisfying. SMT5 isn't a bad game, but 12ish hours in, I'm pretty convinced that it's bottom tier SMT. Open-world design once again demonstrates why it is the absolute worst trend to happen to gaming. I'm tempted to kick this to the curb and just replay Nocturne again, since I've yet to play the HD version.
The SMTVV OST is a certified banger for sure! I've even added some of its tracks to my video game OST rotation.
This one is my favorite battle music by far. Hypes me every time it plays!
Also, love this upbeat battle music for the DLC, Konohana Sakuya:
And this track is dope as well, I think you first hear it when you first encounter Poison Gas Man.
LMAO there's nothing open world about these zones, you move in a linear fashion from point A to point B following quest markers. The structure of the areas is like any other outdoor environment dungeon in every JRPG ever
If you think this somehow has less personality than the bland environments of Nocturne then I think you need to get your eyes checked
I'm 18 hours into this game, just made it to the third zone. Shinjuku.
I just NOW figured out that you can run by holding down the L button. Fuck me that would have saved me a bunch of time.
The enemy may crit from time to time, but keep in mind they also have Magatsuhi (the skill that makes everything a critical hit regardless for the whole squad). Although you see a warning message the turn before it. So maybe that's the explanation (but you may be talking about something else, in which case I wouldn't know).Is it expected that each time an enemy gets a crit, they will crit their entire turn? Not even the weakness crit, just a chance one.
Basically if a boss crits, it may suddenly wipe the party from full health and there is nothing you can do to stop them.
Ah, so when the game says they started collecting magatsuhi, it is the guaranteed crit next turn? Is there any counter, does blocking prevent it?The enemy may crit from time to time, but keep in mind they also have Magatsuhi (the skill that makes everything a critical hit regardless for the whole squad). Although you see a warning message the turn before it. So maybe that's the explanation (but you may be talking about something else, in which case I wouldn't know).
I have only one real complaint about the game, and is the lack of autosave. I lost some 30 minutes of progress (precisely due to an unlucky Magatsuhi chain) because I was having a blast and I had forgotten to save and it's a shitty feeling, as if the game was telling you "HAHA, now retrace your last 30 minutes because you were having so much FUN you forgot to save". That soured me a bit, tbh.
Yes! On the next turn after collecting magatsuhi, they get 100% crit. The counters are either kill them before it (or as many as you can) or blocking (which also makes them lose 2 moves on each block, just as it happens to the player).Ah, so when the game says they started collecting magatsuhi, it is the guaranteed crit next turn? Is there any counter, does blocking prevent it?
I started saving every few minutes because of those crit chains. At least there is a shortcut for save menu, so it is quick.
Wow, thanks, I must have missed when the game told me about it. I thought it was random and was really getting pissed at some fights. This should make the game so much easier, lol.Yes! On the next turn after collecting magatsuhi, they get 100% crit. The counters are either kill them before it (or as many as you can) or blocking (which also makes them lose 2 moves on each block, just as it happens to the player).
Debuff him and buff yourself because he has physical attack that can pierce through any resistance.Any tips for this guy? I'm finding him really hard.
The story is self-contained, no prior knowledge is needed.I’m thinking of picking this up soon. Do you need to have played any of the other games in the series to understand the story, or is it similar to how Persona works in that regard?
When you building your MC you want to specialize, don’t be jack of all trades. This also true when fusing and building you demon. Make sure to have demons on your team that are specialize in support skills, this becomes very important in end game when high rank buff and debuffs skills cost a lot of MP if the demon don’t have affinity for it.If there's still people active in this thread, any other essential tips for SMT newbies?
You're probably doing this, but make sure to customize the Nahobino's essences (both skills and affinities) regularly. Having the right affinities on him for a battle can make a huge difference on a fight.Been playing a ton over the last few days as I'm currently sick and can't go to work. My first SMT game and I'm loving it!
One thing that really surprised me was the all the demon lore the game exposits. Both in descriptions and through conversations with the demons. It's really fun to read through.
I think I'm about 15 hours deep and just got back to Tokyo the first time (did all the side quests I could and messed around tons with fusions and essences).
So far, my strategy for harder enemies/bosses has been to spyglass them and then rebuild my team around their strengths and weaknesses. Which feels like a satisfying step-up from the likes of Pokémon where you can generally brute force your way through anything.
If there's still people active in this thread, any other essential tips for SMT newbies?
I LOVE Beelzebub’s boss music!I love how every area (and some bosses I guess?) has its own music. A lot of bangers too
The game is growing on me. Atlus knows their craft well.