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Shin
Megami Tensei: Nocturne
Developer:
Atlus
Publisher:
Atlus (2004, PS2)
The
Megami Tensei series has come a long way since its inception
back in the 8-bit Famicom days. Based on a campy horror novel from
the '80s, Megami Tensei put you in the role of a young
programmer who had used his computer to summon demons into the real
world.
It was a first person dungeon crawler, keeping closer to games
like Wizardry than Dragon Quest, but it featured an
innovative mechanic where you could convince any enemy to join your
party by chatting with them. The second game deviated from the novel
and allowed gamers to explore a post-apocalyptic Tokyo. This concept
was revisited in its two Super Famicom sequels, this time dubbed Shin
Megami Tensei.
Much
like Capcom and Street Fighter, Atlus had a hard time counting
to three for Shin Megami Tensei sequels. Although it had
strong cult popularity, it never got nearly the same exposure as
Square or Enix's big guns, so Atlus attempted to bring in other
audiences with a series of spin-offs, including the Persona
and DemiKids series.
It wasn't until 2003 that they finally
released a true third game, known in Japan as Shin Megami Tensei
III: Nocturne. It was also the first true entry in the series
released in America, so it dropped the Roman numeral.
Much
like its earlier Famicom and Super Famicom brethren, Shin Megami
Tensei: Nocturne begins with the end of the world -- and with it,
a new beginning. Whereas the previous game put you in the role of one
of the last humans alive, trying to eke out an existence in a world
full of angels and demons, Nocturne transforms your character
into a demon.
The biggest difference from the previous Shin
Megami Tensei games is the change from a first person viewpoint
to third person, to appeal to an audience more familiar with Final
Fantasy, no doubt. The addition of impressive, creative 3D demon
designs also added a lot of appeal.
Make
no mistake though -- these changes were not meant to castrate the
series for the sake for higher sales. Nocturne is still quite
difficult -- almost maddeningly so. Like most of the best RPGs,
grinding through the quest will get you absolutely nowhere. Your goal
is to recruit as many monsters as possible, but even that won't do
any good if you don't know how to use them.
In most modern RPGs,
paying attention to elemental affinities makes the game easier, but
it's hardly required. In Nocturne, it's an absolute necessity.
If you hit the enemy with an attack they're weak to, they'll lose a
turn -- but, of course, the same is true for your team. In order to
succeed, you need to become familiar with the attacks of each and
every monster in the game, especially since most foes can just as
easily become your friends.
Enjoying
the game requires an intense amount of devotion, which can
potentially be too exhausting for those who don't like to memorize
demon fusion charts. But it's also extraordinarily rewarding,
especially given the absolutely enthralling vision of
post-apocalyptic Tokyo. The ruins of humanity are encased in a fuzzy
red haze, the standard office buildings replaced by stylish
fortresses crafted by Hell's finest architects.
The story mostly
revolves around the few surviving humans -- some of whom were your
friends in your previous life -- and how they've dealt with the end
of the world, which in turn contrasts with your actions. Past the
opening sections of the game, the narrative is a bit sparse, but the
vision of the world and how it unfolds is reason enough to stick with
it to the end, no matter how many times those monstrous Fiend bosses
kick your tail.
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What about Star Ocean? Tales of Phantasia? The hentai RPGs? the horror RPGs? The intro talks big about "studying" the japanese rpg primers but the content seem more like one person's list of favorite rpg instead of a comprehensive overview.
There's a reason it's called an "opinion" piece... it's this guy's "opinion" of the top 20 JRPGs. And he did define the requirements to be included in the list early on.
To the Author,
Thank for this illumination. Sadly, I don't play as many RPGs as I would like, and Gamasutra continues to inform me about games that I never knew existed. This is no different. I agree and disagree about a few choices, but all-in-all it's a good read. Thanks!
Also, this list needs some Disgaea on it, or just any sort of recognition towards Nippon Ichi Software.
i would agree that the most obvious series not covered (as he did specifically define JRPG for the article) is something from the Tales series.
It really highlights the benefit of the genre, which is an almost absurd level of depth when it comes to atmosphere and a sense of a larger world.
The main frustration of this article is that the games I was not already familiar with are by in large titles that I can't purchase legitimately without throwing down a large amount of cash.
That said, I love ToP. I play both versions of Sakuraba's Solo on the piano :D
I haven't played a JRPG for quite some time (Dragon Quest VIII was my last), the reason being that I find the genre may have already past its best, recent titles just don't seem to have the edge that made many of the games on your list so memorable - though I suppose it could just be a bout of nostalgia kicking in.
Still, one thing's for sure: The article's made me fall in love with Skies of Arcadia again...oh and I had my weekend all planned out. Curse you and your eloquent words!
By the way, isn't Pokémon a JRPG? And I would have mentioned Lufia instead of Final Fantasy VIII. The game starts in the final tower, with your characters at level 70. Back in 1993, that was revolutionary.
Could have dropped FF all but Final Fantasy VI and replaced them with the above.
Final Fantasy V is far from essential.
Really the only one listed here that I don't agree with is Shadow Hearts: Covenant. Didn't care for the ring system much. It makes every action a gamble when things like using items and doing basic attacks shouldn't be.
I'm a huge SMT fan for many reasons and Nocturne had many small but key elements that made it by far my favourite game. One of which having a demon that can cast estoma and riberama for exploration and levelling up. Took a lot of the frustration from random encounters right out but kept a huge level of tension due to the brilliant difficulty level because you always had to be on the ball, and if you were even flicking on 'Auto' was a great feature.
The plot(s) also grabbed me more because not only was it complex, it was dark and sometimes optional. For me a guide is essential for this game because its absolutely huge.
Devil Summoner was also great as it had a fantastic and distinct atmosphere that almost felt tangible at times.
Anyway a fantastic list, some of which I havn't played. You can use this list as a must play quality RPG list.
AND Vagrant Story!?!? OMG and Secret of Mana and oh i'm sure everyone above me said something too that you didn't have. You really shouldn't have combined 4, 6 and 7 into one. And 5, 8, and 12 are HARDLY worth playing. Sorry Kurt, but your list fails.
The author seems heavily biased in favor of Square Enix games. I saw multiple Final Fantasies and such.
Still more into Computer RPGs myself, though.
PS you left one thing out -- its a bigger mystery than not releasing FF V, another Chrono, etc etc combined that Earthbound II(Mother 3 if you prefer) was indefinitely delayed, then pissed away on a Japanese Cell Phone.
Shame on you, NIntendo!!
Other than that I don't have much of a problem with the list at all. I would have grouped all the final fantasies together to make room for some others (yes I know a lot of FF games are very diffrent from each other, so sue me it's still the same name they should be together) but it's a minor gripe.