i spent 800 hours in SMT, i still had to rewind that last 10 second to understand wtf just happened Shin Megami Tensei Nocturne: the gift that keeps on giving
Player: hmm...this is sure win. i cant possibly lose. Enemy getting ailment, charmed, and only 1 left... Smt nocturn: you sure about that? Are you? Suprised mathafacka 😛
Of all the things asked or suggested in the comments, this might be the oddest one to me, not because it's wrong but because I'm surprised anyone cares. Probably the main reason being that this was my first run, I didn't know the specific mechanics, and figured Agility would boost evade and increase odds of moving before the enemy (I don't know if they actually do because I heard the game's balancing is jank), which was good enough for me. I rarely paid attention to turn order when preparing builds and demons, and I assumed few people do. Later on I was generally having Demi-Fiend move twice spamming AoE Phys, crit fishing or charging anyway. The other obvious reason being is that I thought my demons were more effective against that enemy than I was (I didn't want to waste MP on Tornado). And in this case attacking would trade Makami's 2nd turn for a DF turn, so no difference. Lastly, I was playing this game casually, who gives a shit?
Prime example of why the number 1 rule of Shin Megami Tensei that ultimately became the number 1 rule of all RPGs in general is "Save always. Save often."
Yeah… the shitty part is just how hard it is to find a terminal. Took me multiple attempts of just dying and getting sent back to the hospital to even get to shibuya and find that terminal. This truly was my Shin Megami Tensei Cockturne
there's a reason i could never get into this game despite being a huge megami tensei fan. i'll play the famicom games all day, but the moment you start introducing game overs because of bad luck, i'm out. mc death = game over in a game where you can genuinely just die because the game said so(despite doing everything correctly to prevent it) isn't good design and it isn't fun.
What non-SMT JRPGs even do that? I've only heard of Yakuza 7&8 doing that, and I've yet to see how bad it is. Devil Survivor gives your squad leaders damage resistance if their demons are still alive, I think making your MC a fail condition can be good if you design around it. Most SMT only does it for lore reasons though, and seemingly forgot about that in Persona.
SMT makes a lot of sense. Your party consists of demons who are just rolling with you and have no loyalty or obligation to keep you alive or bring you back. Persona on the other hand… that shit don’t make any sense. You mean to tell me that these characters absolutely cannot do anything without protagonist’s input? Like you got a character like Mitsuru who’s this super genius at acedemics and combat strategy, but she can’t just give the dead protagonist a fucking balm of life? Like they all just go sit in a corner and die? Make it make sense
@@TheBrutalSax My first encounter with this design was FF13 and boy was I mad. Lightning is KO and the whole squad gives up....HELLO?? I HAVE LIKE 30 PHOENIX DOWNS