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.

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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.

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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.

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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.

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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 #14 – Earth’s Dawn

More Info from oneoreight

  • Genre: Action
  • Platform: PS4
  • Also Available On: Windows, Xbox One

I spent most of my time playing this in a state where I wanted to enjoy it and generally was enjoying it, and then I’d hit a boss battle and no longer be enjoying it. It wasn’t that the bosses were hard, but they just weren’t fun. I puzzled on it a bit, but when it hit me what was really feeling off to me, I knew it was time to shelve the game.

I really wanted this to fit into that sort of Odin Sphere / Muramasa slot in my brain, and for a while it did. Its combat is pretty similar in core focus. You’ve got a main melee chain, the ability to rapidly dodge, and a way to set enemies into temporary stun states. For the first couple of hours, that was more than enough to be fun. I was going around getting comfortable with chains, getting comfortable with some of the basic enemy types, getting comfortable with the overall flow of the game.

Outside of combat, the game has both solid gearing and skill setup that I was enjoying a lot. Gearing is purely crafting-based, but had a solid number of archetypes to choose from. Guns could range from shotguns to rifles to uzis. Swords could be different lengths and weights. Overall it allowed me to craft in a direction that fit my favored play style. The skill setup was the more interesting part. Skills are basically two parts, earning it and the ability to equip it. Equipping is purely having enough available resources to do so, but the resources to do so came purely out of killing enemies in the world. The skill earning itself came from completing missions quickly. Those two in conjunction led to a place where you would identify the missions that currently had the skills you wanted to get combining into then completing them with full exploration to maximize your resource gain. The overall flow that came out of that reminded me a lot of something that honestly would have worked well on the Switch. You can play this game for minutes or hours, and in both cases you can complete some number of that core game loop to at least make valuable forward progress no matter the case.

So at this point you may be wondering why I shelved it. Over time I was noticing that on occasion I was getting into places where my dodges were missing when I was surrounded by enemies. For a while I chalked it up to multiple enemies causing me to get into stun states or something to that effect, and figured I just needed to be more careful. I then started noticing it happening on bosses, so I began to experiment a bit. What I ended up figuring out is that it was doing such aggressive button caching that I would be able to queue up multiple attacks in my chain ahead, and then not be able to interrupt that to dodge. When a dodge may only give you fractions of a second to execute it, having that all backed up behind attacks was deadly and it completely changed how I was approaching the game.

When I can’t cancel out of an attack into an immediate dodge, I go straight into Souls mode, and frankly I don’t like that kind of gameplay. Rather than aggressively attacking, I sit back and wait. I look for tells, then do my dodge in isolation, then get a few safe quick attacks in and back off. It’s slow. It’s frustrating. It’s boring. But, it’s safe. When playing aggressively results in death and significant time loss, it’s not a decision. You just play safe. Sure, I could grind away in side missions and power my way through, but that’s also not particularly fun. When I shelve games it’s usually a single cause – a small mechanic, something dumb that just gets under my skin. This was it. If I was going to be playing slow just to not die, why am I playing the game?

Like most games I shelve, I’m not really shelving the game because it was bad. It’s ultimately because the developers made a decision I didn’t like, so that’s kind of the way it is. On the other hand, I wonder how much more I’d be enjoying those moments given a dodge that guaranteed immediate fire and interrupted whatever I was queued up to do. That small of a change is often the difference between me liking a game or not, and in this case it went the wrong way.

Game Ramblings #145 – NEO: The World Ends With You

More Info from Square-Enix

  • Genre: Action RPG
  • Platform: PS4
  • Also Available On: PC, Switch

I really liked the first game, both the original DS version and the Switch remake. For the sequel, it moved to full 3D. This did mean that combat had to change, but interestingly enough it still had a lot of the same rhythm of combat, so it still felt entirely familiar. This is definitely not a game without its faults, which I’ll get into a bit, but it surprised me how well they converted a uniquely touch experience into something decidedly gamepad-focused.

Combat had a unique rhythm in the original, particularly in the remake. In that one, you’d be trying to switch between using different pins to build up the sync meter, allowing you to throw down a large group attack and heal back up to full health. NEO follows a lot of the same pattern. The terminology has changed a bit, but the core system is the same. What has changed is the inputs to do so.

Rather than screen holds and swipes and taps, you have button hold auras and butt hold charges and taps. In practice it has the same feel and build out – find pins that allow you to get in a rhythm to both maximize opportunities to build up your groove meter, as well as minimizing the times when you have all pins on cooldown – but it’s all on the gamepad, and it’s surprising how easily I fell back into the rhythm of the game.

In a lot of ways, this does open up the first weakness of this game though, it takes a long time to not be incredibly easy. This one follows the same three week structure as the first game, and I’d say it took until about the mid to end of week two before the game, even on hard, didn’t feel like a pushover. The game definitely felt like it was expecting players to have a hard time grokking the combo system, and most of the enemies end up being somewhat pushovers as a result. There are ways for the player to sort of steer their personal difficulty – doing long fight chains without healing, reducing their party level, not buying gear, etc – but ultimately there isn’t a ton of combat challenge in the game until it introduces a few specific enemies types, the shark, the chameleon, and the rhinos. However, the game can generally be beaten via button spam once the player has become comfortable with the combo system and starts taking advantage of filling out the groove meter.

Even then the fights feel less like higher difficulty and more just lower bar for error. Missing the attacks that those types do just pushes a lot of damage on the party, so I had a tendency to slow down a bit more and actively avoid damage. The enemies themselves that are “harder” are more just annoying in mechanics, rather than being traditionally hard. The shark swims through the ground and can’t be attacked, the chameleon goes invisible and can’t be attacked, the rhino has front armor and has to be attacked from behind. It’s less hard and more slower, again causing be to slow down and avoid damage instead. Ya, my rewards weren’t as good, but it generally didn’t matter enough. Because you can sort of guess the enemy type from their overworld icons, you can also actively avoid those fights in order to more efficiently grind. To some extent it is nice that the player can kind of build their difficulty curve in these ways, but I’d have preferred seeing harder mechanics that were still fast paced.

In good news, the bosses don’t really fall into these problems. On hard they feel appropriately hard, and they tend to have more interesting mechanics in terms of the player having to avoid damage. The biggest thing that the bosses felt they did correctly is that there was simply parts where the player simply had to avoid damage, which was a bit change from trash fights where damage is generally shrugged off. This was sometimes achieved through world effects, sometimes through big enemy tells, sometimes through the enemy just being damage immune. However, it always came about as a way to force the player to not attack, which gave a bit of a seesaw feel between big damage pushes and big defense pushes. By the end of the game I was finding myself blazing through the game on normal just to speed things up, then pushing the difficulty up for boss segments and enjoying the difficulty there. That pattern was really rewarding and actually fit a pattern I enjoyed a lot more once I had my late game pin set kind of set for the party.

Narratively it’s also a bit of hit and miss. From an overall perspective, I really did enjoy the game. It plays a pretty good balance of nostalgia for the original and pushing new story content. You have a bunch of new characters and a bunch of returning characters, and the fact that they interact doesn’t feel forced. The gameplay being teams instead of pairs feels well explained. The new Reapers in charge of the current game feels well explained.

On the other hand, there’s a general turn back time mechanic that while important to the end of the story, feels poorly implemented. Going back in time restricts you to single zones and is pretty clearly a bunch of linear paths, so it feels like a forced restriction of exploration. Rather than letting the game continue as normal in these areas, I generally went into a no combat situation so I could see the story unfold as quickly as possible and get back to the more loose structure of general exploration that main segments had.

I think a lot of people will have problems getting into this one, but the original had similar problems. It takes a long time to get into full mechanics and full difficulty. It’s really easy to get into so much combat that you drastically out-level the game. The story assumes you know too much about the previous game and doesn’t really explain some really complicated shit to new users. However, despite all that I really enjoyed the game. Combat – once fully dolled out to the player – has a great rhythm that very few games today have, and when it all comes together in late game boss fights it’s super satisfying. It’s just unfortunate that the game trips a lot to get there, though again I would say the exact same thing about the original.