Game Ramblings #196 – Metaphor: ReFantazio

More Info from Atlus

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Xbox Series, Windows

All I want to do right now is complain. I don’t want to talk about the great evolution of the SMT/Persona combat system. I don’t want to talk about the fantastic world design and writing. I don’t want to talk about the immaculate class system and the tons of variety you get with the class interactions. I don’t want to talk about how fucking incredibly cool the boss designs are being pulled from late 1400s paintings. I don’t want to talk about the fact that I managed to squeeze 60 hours out of this game. I just want to complain.

Metaphor: ReFantazio_20241105210729

This is an Atlus game to its core, and that means a lot of things to me that I’d have hoped in the past 20+ years they would have started to improve on. The pattern for me with Atlus titles is always the same. I absolutely ADORE the first half of the game as combat finishes opening up and the game really settles into a pattern of diving into a dungeon and improving your party. I dig into the class designs and figure out party patterns that really fit my play style. The game then starts to add some dungeons that are just a little longer than it feels like they should be. It then starts throwing bosses at you that just….don’t have weaknesses, ruining the fun part of exploiting them during combat. It then throws dungeons at you that are egregiously long, making you fight the same 7 enemies for several hours. It then really pushes the power curve of enemies so you have to spend far more time grinding than you want to for very little reason other than what feels like game time padding. I then fight with not shelving the game, and just cranking it to the easiest difficulty to finish up the story.

That is my Persona path. That is my Shin Megami Tensei path. That is my Metaphor path.

Metaphor: ReFantazio_20241107163359

You know what isn’t fun? Long dungeons. And I mean that in the literal sense. A dungeon really has a pretty specific shelf life. You go in and enjoy it for a while because you’re fighting new enemies, figuring out their weaknesses, and tweaking your party to fit the pattern. You then enjoy it for a while longer because you feel powerful having cracked the dungeon, able to go through effectively one shotting anything that comes your way. You then start running low on mana because you’ve been at this pattern for a while, and frankly you’ve killed the same things so many times that now you just want to see something new. That lasts about 30-45 minutes on the high end. The first half of the game, that’s about the length of time that you’re probably spending in the dungeons and it’s ideal.

The second half? Dungeons start creeping into an hour, then an hour and a half, then two hours, then three hours. Eventually they’ve just become so long that I was dreading going into them. The gaps between safe rooms that you can warp back to on a return trip become so far apart that it feels like a slog, rather than a bit of a stretch to get just that little bit further. That is not a fun way to end a game.

Metaphor: ReFantazio_20241102224427

You know what isn’t fun? Bosses that simply have no weaknesses. The entire core of the Persona/SMT combat system that is present here is that you figure out weaknesses and exploit those weaknesses to get more turns and beat the enemies quicker. The entire power fantasy here is playing smart, making sure your party can counter most things, then hammering on it. For the first half of the game you can generally be sure that most bosses have at least a physical weakness and a magic weakness and things are fun.

As the game goes on, sometimes the bosses just reflect all magic which isn’t ideal if your play style is based on doing heavy magic burst. Sometimes they just have no weakness, which means the fight is simply a grind where you can’t really take advantage of anything. Then they start doing things where you’re chasing debuffs (wasting turns) while not being able to hit a weakness (not gaining extra turns) while also requiring specific focus fire mechanics so your party ends up being a bunch of Almighty magic dealers that can clear debuffs and at least most of them can heal, because at least THAT can’t be countered by anyone and gives you a safety net. It takes a fun combat system and distills it down to a really boring stripped set of mechanics – presumably because the big bad can’t have a weakness for story reason. It’s not a fun way to end the game.

Metaphor: ReFantazio_20241114132030

You know what isn’t fun? The final dungeon of the game having a 15 level separation between the starting enemies and the final boss. What that immediately says to me is “hey, we ran out of time to really smooth out the power curve and the big bad had a target, so grind away.” The first half of the dungeon had enemies so weak that they could be killed in the overworld, the second half of the dungeon had stuff that was still reasonably strong and good for XP, but still a good 8-10 levels below the final boss, then the boss had a huge unnecessary jump that if I was to grind to get closer to it in level would have had the ENTIRE dungeon as too weak to even fight. By this point I’d already dropped the difficulty because I just wanted to finish but if I was playing on a normal difficulty I’d have been pissed at having to claw over that difficulty spike.

Metaphor: ReFantazio_20241022232417

There’s some part of me that was thinking that a lot of my gripes simply came down to me getting older and less patient with games that take so long. With small kids in the house I just can’t really sit there and grind in JRPGs like I used to. I can’t really remember everything that I was doing the day or two or three days ago when I had to suddenly drop the game in the middle of a dungeon. I can’t really remember what I had intended my path through the game calendar to be when I had last picked it up. However, those things were not my problem with the game. My problems with the game are the same problems I had with Persona 4 when I was in college. They are the same problems I had when playing Shin Megami Tensei IV on the DS living alone in San Diego at my first videogame industry job. They are the same problems I had playing Persona 5 as an increasingly jaded game developer. They are the same problems I had when I shelved SMT 5 after my first kid was born when it was clear that it was just going to be about grinding.

I guess I just don’t understand why Atlus games are increasingly successful when they feel so hostile to the player. Maybe that is me growing out of touch with the general gaming public, but it’s a weird thing for me to look at from a developer perspective and not just go “you can smooth out these handful of things and have a much better game.” The SMT series and its offshoots just continue to feel like games that are literally small tweaks away from being great and despite it all their review scores just continue to improve. I just don’t feel like reviewers are actually completing the games and are instead stopping at the half way point where I still love the game.

But hey, maybe I am just that out of touch.

Game Ramblings #182 – Shin Megami Tensei 3: Nocturne HD Remaster

More Info from Atlus

  • Genre: JRPG
  • Platform: PS4
  • Also Available On: Windows, Switch
  • Originally On: PS2

Normally this would probably be a How’d It Age, but honestly I don’t really want to talk about the game here – at least not specifically. The game under normal circumstances would have ramblings specifically matching my shelving of Shin Megami Tensei V. What I am instead going to talk about is specifically the Merciful DLC that they added to the remaster and why it’s the best thing that Atlus may have done for their core JRPG gameplay in years.

Shin Megami Tensei III Nocturne HD Remaster_20240112192935

At its core Merciful is an easy mode, and it definitely is easy. However, it can be turned on and off at will, so I generally ended up using it for making the trash grind more mindless. Trash has never been difficult per-se in SMT. Once you learn the weaknesses of the enemies in the general area, it’s butter. Being on easy just meant that I could concentrate on the story and bosses. However, easy mode also came with three numbers I want to focus on:

  • Encounter rate – Approx 1/2
  • Experience – Approx 4x

However, the most important one is 18:36. That was my time to completion, +/- a bit of untracked time to deaths.

Shin Megami Tensei III Nocturne HD Remaster_20240111162119

Judging by How Long to Beat, I shaved on average about 30 hours or about 60% of the average run. To me, that sits about where these games should be. These should never be 50 hour games with a ton of useless trash fights, because that isn’t the fun part of the game. They should be relatively quick and fast leveling so you can crank through a bunch of different party setups and summon as many demons as possible and have them be immediately powerful and useful.

One of the biggest problems I had when I shelved SMT5 was that it was taking me 25-30 fights to get a single level. It was such an absurd level of grind that it sucked all of the fun out of what is an inherently very good turn-based combat system. In merciful mode, I was getting levels every 5 or 6 battles, if not quicker. It was such an incredible change to the flow of the game that it makes me want this XP rate in standard difficulty.

Shin Megami Tensei III Nocturne HD Remaster_20240112195934

The other part that I really noticed was improved was the overall dungeon flow, thanks to an overall reduction in trips back to town. In SMT4 it always felt like a slog getting further in a dungeon. You’d slowly make your way through a dungeon getting stronger, generally getting to a point where you could comfortably make it one save point further before needing to teleport back. Frankly, the Persona subseries is the same way in that regard. It’s just such a time sink having to retread the same ground over and over purely because there’s so much combat and the XP rate is so slow. On Merciful though? I could get through dungeons in one go without losing all my items, so I was able to be prepared to go back up to normal for boss fights.

I get why this might come across as a negative change, and honestly I don’t necessarily disagree. I guess where I fall with this is that I want the overall dungeon mechanic to change. Rather than mid-dungeon save points being a way to get back to town, I would rather they be permanent fast travel points across the board. Allow players to continue their progress at any point where they get to a safe spot, reducing overall retread churn and increasing the pace of play as a positive. Combine this with the increased XP rate to really tighten up the game as a whole.

Shin Megami Tensei III Nocturne HD Remaster_20240109210314

The Shin Megami Tensei series is the perfect example of a JRPG that is long for the sake of being long, and it’s one of the few series that hasn’t really adapted to a tighter modern gameplay loop. Merciful mode may not be exactly the solution, but I think there’s ideas here they can pull from. These games have never had the pure content amount to support being a 50 hour experience and cranking through this one in sub-20 proves that to me. This is a series that would benefit from keeping its difficulty but modernizing to be a faster experience, because even this little experimental DLC feels like such a huge improvement. Combine the quick XP rate and reduced encounter rate with a better overall travel system to reduce retread, and I think SMT6 could feel surprisingly modern without having to lose its soul.

Shelved It #13 – Shin Megami Tensei V

More Info from Atlus

  • Genre: JRPG
  • Platform: Switch

The praise that this one got when it came out really surprised me. It’s not that I necessarily thought the praise was wrong, but SMT games are a very specific kind of niche that I didn’t think would translate well across the board. I played a ton of SMT4 on the 3DS, but even then the formula of the overall metagame felt dated. 8 years later, SMT5 brings the same fantastic combat with the same outdated metagame, and it feels even worse to me now.

If there’s anything I would point to about the game, it’s that it’s not “hard”, at least not in the traditional sense. What it often is is difficult, but artificially so and I think that’s an important distinction. The game isn’t hard in a skill-based sense. Once you know the counters to a boss, the game is trivially easy since you can build your party as a hard counter to it. What it then becomes instead is hard in a time commitment perspective. You’re now just spending time making parties that are tailored towards fighting a specific boss, capturing and fusing demons that act as defensive counters to the boss’ big attacks to allow you to fight your way through it. Even by where my levels were in the mid 20s, this had just become a colossal slog. A single level was ending up being 25-30 fights, which is far too slow a pace to be interesting. Routinely getting into boss fights that then back you up to a ton of grinding is just no longer fun to me. That brings me to my kind of three strikes of shelving this one.

The first strike was just a straight death to trash. I get that there’s some amount of danger involved in any JRPG fight. I was in the middle of a 30 minute walk between save points and came into a rare fight where the enemy went first. It got off a crit, giving it an extra turn, then finished off the main character on the second attack. There was nothing I could do because the main character dying is an instant game over. I was never given a turn to heal up. I was never given a turn to take out the enemy. 100-0 before I could do anything. Against a boss where I’m prepared, this would just suck. Against a trash mob where I’ve been walking for along time and lose a ton of progress because of the main character death rule it’s infuriating. The main character death rule is one of those things that just has to go.

The second strike was around a couple of side quests. Some of them end with you going back to the quest giver and getting into fights. These generally involve a bunch of wandering around to some random quest giver away from any save point and doing chores, so when you get to one that involves a sudden unplanned boss fight and you haven’t been conserving resources, it’s not exactly a fun time. A couple of these I got through fine, a couple of these I was clearly underleveled or needed a different party for. Losing progress to a side quest is not great.

The final strike was just hitting another boss where I was going to have to redo my entire party to act as a hard counter, and I don’t really need to cover it more than that. I had gone through four rounds and only chipped the boss down by about 25% of its health. It then got to the point where it gained its turn with guaranteed crits, did an AoE, and 100-0’d half my party in one turn. It’s not great when you get to that point because it makes it clear that you need to both grind and rework the party to hard counter it. Guaranteed time waste.

I would almost sit here and wonder if JRPGs have left me behind. At this point I lack both the time and patience to really sit around playing grindy games that force me to increase numbers instead of giving me skill-based ways out of problems. Looking at some of my recent shelved games that certainly would seem to be the case – Scarlet Nexus and Bravely Default 2 particularly come to mind. On the other hand, I’m still finishing more JRPGs than not.

FF7R, NEO: The World Ends With You, Xenoblade Chronicles and Tales of Arise are more action focused, which gives players ways to simply skill through battle. However, they are distinctly JRPGs in their meta games. On the more traditional front Yakuza 7 was incredibly grindy but had a lot of fun stuff to do around it that kept me playing for the hell of the character interactions. Fantasian and Atelier Ryza both had pretty traditional JRPG meta games, but had much better overall flow and a far more compact leveling experience so you weren’t just fighting for the sake of padding out the game’s length. In all of those cases they didn’t waste the player’s time through old mechanics. They let individual fights speak for themselves, and if you died so be it, you didn’t lose progress and you picked up having learned some things to apply to it the second time. Given those, I don’t think SMT5 is that far away from actually being actually really fucking good.

For one thing, just fucking add checkpoints and auto saves before fights. Having to manually save at places far apart from each other is a bad mechanic. Losing a ton of progress because you died to some rando is a bad mechanic. It was bad in the 80s and it’s bad today. If a player dies, return them immediately to just before the fight. Secondly, get rid of the fucking grind. Is there any point to me having to do 25-30 fights to level up? Is it accomplishing anything? Is it proving anything about me as a player? If the grind is reduced, then making parties that are specific hard counters to bosses is less of a chore and actually becomes a fun part of the meta game. If you wanna be really frisky, use the mechanic that FF13/13-2 do and just heal the player between fights. Then your fights could all be hard and you could eliminate a ton of grind. Also, get rid of the MC death = game over. I don’t care if you have to story up some bullshit, but if I have a party of four things and one of them is an instant death, that feels dumb. Let the rest of my party finish the fight. Again, don’t waste my time.

So I guess at this point I’m left here not so much wondering if JRPGs have left me behind, but if the older studios are sticking too much to tradition. A lot of what I find boring about this game is just mechanics that have aged poorly that they’re sticking to for tradition. Studios that have broke away from tradition have been the ones that have done far better. FF7R completely turned that game on its head to great effect. Tales of Arise added a much more dodge/parry focused combat, reinvigorating what had largely become an attack spam battle system. Fantasian took a turn-based system to mobile and made positioning fun while reducing grind to make a compact experience. There’s a path here for traditional games like SMT5, but they need to look at what is causing their games to be 40+ hour slogs, because there isn’t 40 hours of content here. Cleaning those things up gives them a path to be more streamlined, more fun, and importantly actually more difficult, rather than just sticking to being a grind.