God I've been playing smt v for like 7 hours straight and I'm still just in the beginning of the game cause I've been exploring everything and doing side quests without getting tired of it. This game is absolutely amazing
I find myself frequently backtracking and running through whole areas to collect relics again while finding new items and occasionally Mitama. It's hella addicting!
I honestly prefer Hama and Mudo in this way. Unless you knew they would insta-kill, they were ultimately pointless to use before considering that they cost more MP than other spells that deal damage and don't work on bosses. If you were on the receiving end of a hama/mudo spell and you didn't have the resources or foresight to resist it, all you could do is pray. This meant you needed to constantly centralize your team around not receiving random coin-flip deaths since their existence presents far too high of a risk to take otherwise. In SMT5, if you do get insta-killed by those spells, it is entirely your fault.
Plus it's a pretty smart way to introduce P5's damage versions of both elements. Not only are they still useful even at times where a target resists them on occasion, but you even save a second skill slot which you'd otherwise have to sacrifice to achieve the same effect in P5.
I also like the hama and mudo revamp. It was nice to have heavy damage skills earlier in the game. They still have an insta-kill effect on top of it potentially if the thing is weak to the skill. Totally about the skills being almost useless before
At the end of the day Atlus are the current Kings of JRPGS Persona is the franchise where they flex their storytelling/characters skills. SMT is where they flex their gameplay loop/atmosphere skills. i love both franchises (crazy right?) and i hope both are appreciated equally for what they are.
_Broke:_ SMT/Persona is better than (insert the other). _Woke:_ SMT, Persona and all the other spinoffs are great. _MEGAWOKE:_ Jack Bros and Rondo are the best SMT games by a mile. Don't @ me. 😎 /jk
I feel as tho SMT V's dev time was spent entirely on crafting the world areas and getting the numbers of every attack buff and debuff just right for what they tried to craft here. So far, 30 hours in, they have done a stupendous job on all the number juggling behind the scenes making this game feel so gritty and harsh even in combat.
P5 really did a good job creating a more immersive "dungeon" to explore, but SMT5 is next level imo. I feel like this has the potential to be the next standard dungeon style for JRPGs compares to traditional mazes with a lot of dead ends.
That's exactly what I've been thinking playing it. No random battles is the true star, it keeps the pacing flow going and if you do backtrack its completely on your terms. This is the new standard
They took the palaces and made a entire world of just them Considering that P5 originally was a game about exploring the world, i'm really looking foward to P6 going even further and have a XCX level of world (or just Xenoblade) but with a Smt V exploration and a good story
@@havocbringer2100 my biggest complaints with Smt were how most dungeons are a pain in the ass but i play them just because i'm both a masochist and i really like the series But Smt V made most places Fun to explore and no backtracking maze with random encounters
I love what they did with hama and mudo. Those moves were basically useless if you didn’t know what demons were weak to them in older smt games. SMT 5 Hama and Mudo feel buffed since they instakill and do damage.
@@TheCosmicUprise yes, but its never a "it either instakills or does nothing" its now a "it does damage, and MAYBE instakills ontop of that" thats the important part, hama and mudo are now actually attacking skills that are worht using on their own without the instakill section
The game has its issues but I have a real soft spot for it, my favorite aspect of it is how cool it is, I love the dramatic poses in the cutscenes right before the fight, I really enjoy feeling like a badass, I like the cool animations, the visuals, the unique skills, (they also work wonders with the camera and I hope future titles take a page from its book) and the feeling of overcoming obstacles. While I can't say I loved the main plot I did really like many aspects of the game like the overworld, building my character, and overall design of the game.
I just finished my 3rd play through (law, neutral and true endings ) I have been waiting years for this game and it exceeded all my expectations. I love the exploration, the demon essences. The miracles and the route exclusive fusions requiring multiple playthrough
IV duology's UI are designed for dual screen usage, so it's impossible for that game to ported to other consoles. Slightly possible to remake but goodluck on spending decades for it to be released Ga nyangka ada orang indo yg tau Megaten wkwkwkwkwk
hearing that Atlus took inspiration specifically from Xenoblade to make this game gives me immense joy, the verticality of the areas and the design of the world is one of my favourites other than metroidvania style games
Funnily enough Nyarly said something similar about Boss hp, so I'll just leave the comment that I made there too. On bosses being too bulky, I initially shared your sentiments on it, and granted I'm only 30 hours into Hard mode, currently at the third area, so maybe it gets much worse. [EDIT: I'm a good bit farther now and feel that on the contrary bosses die faster later] But something clicked with me about 15 hours in, I realized that unlike Nocturne and most Megaten games you only use a half turn to switch demons out, and unlike in IV demons can switch themselves out (without needing a skill to do so). Sure you could try to mp manage with items/skills etc. and maybe get through bosses with just your A team of four, but why do that just to have a couple more meaningful actions on a demon when you can swap them for a demon fresh on MP? In previous games switching demons out frequently wasn’t a favored strategy due to losing buffs, but here they’re temporary and less centralizing anyway. It seems like the game at least on Hard is very much designed with the idea of players involving their entire stock of demons in mind, not just their first three active party members, and I think that’s pretty cool. It's reminiscent of how Nocturne's Hardtype mod is designed to be played, and go figure, buffs get nerfed there too in addition to switching being a half turn. I've ended more than one fight in V with a completely different set of demons than when I started. This approach is complimented by the new mechanics like essence fusion and the existence of things like grimoires and exp statues. It's never been easier to make demons last or sustain a large quantity of quality demons. In vanilla Nocturne it could often feel like you just had an A team and thats it, three, maybe four demons that mattered for combat and the rest were just filler or fusion/heal fodder by comparison. SMT V goes to great lengths to make sure you can feasibly have your whole stock of demons up to speed and battle ready, and that recontextualizes the scaling of the bosses for me. The miracles that expand how many demons you can have at a time are some of the most important to get in retrospect, you don't get that much storage to begin and whereas it was just kind of a convenience to have in other games, here it is a priority on par with skill slots as expanding your demon storage is equivalent to extending your gas tank in a fight. Hell, after the story boss at the end of the second area I'm 95% certain these design outcomes were intentional, that boss's design in more ways than one screams at you to have some 2nd stringers ready.
Haven’t gotten a chance to start the game but when I do, I’m keeping this in mind. The idea of switching demons a lot sounds like a fun way to spice up combat
Ive only beaten the first main boss so far (its name starts with H, so yeah), and ngl, I feel this so bad. I started the fight and eventually realized that switching out demons was giving me so many advantages. Hell, I would even simply switch out a demon so they'd take the hit for another demon I had to my surprise, by the end of the fight, 2 of the main demons I started with, who were my main damage dealers, were in my stock
I feel like I have to make my entire stock well rounded instead of them having their specialties . Even my support demons need to have at least one strong attack to carry through boss fights . I both hate and love the change
Facts I love how the combat forces you to think of EVERYTHING at all times playing on hard mode is so much fucking fun now, legit one of the best hard modes ive played because of how creative you need to get with builds and item usage and when you pass turns. Every design change combat wise has been for the better imo, especially the buffs and damage
I actually really like the stat building. Instead of thinking it as most of your stat points are preallocated, think of it as your character's stats are growing naturally, and you get one additional point to allocate towards what you want to specialize in. It's just Nocturne's system, but those random stat ups you occasionally got from Magatama now happen multiple times per level up. It makes it more organic as your character is progressively getting better in everything, but you can still pump magic or strength like you did in SMT4.
hama and mudo insta killing was probably the most frustraiting mechanic in the earlier smt games imo. Just felt really cheap to die to a one shot move mid way in a boss fight
As of right now, I'm only 10hrs into gameplay. However, here are some of my thoughts so far: Firstly, I was pleasantly surprised to find that the normal difficulty setting felt like a good & fair challenge for the most part. I was a bit worried that this game's difficulty was going to be massively watered down. Secondly, the open world remains streamlined whilst also genuinely fun to explore. The camera is indeed a bit weird in tight spots though like you mentioned. This game feels like a spiritual successor to SMT 3 more than anything else. All whilst remaining distinguished by It's slightly more experimental approach to certain mechanics. Lastly, I personally have difficulty really noticing frame rate drops & I don't want anyone to get the impression that this game is constantly coming to a screeching halt frame rate wise. It does indeed have issues there but, so far nothing bad enough to actually bother me. So, all things considered they pushed the hardware well. I think this game is a visually stunning example of what the Switch can offer.
Complaints about the technical "issues" really do feel overblown especially when load times are pretty quick and input feels super snappy. The choppy animation of characters in the distance is also eeriely charming to me. I'm on Hard but my grinding has consisted of backtracking and finding relics and new item spots mixed in with some fights here and there. Coupled with the amazing QoL features, it's got a bit of a zen rhythm to it imo.
the game certainely has frame rate issues in pretty much every area but its not that bad, it drops a bit but not Monster Hunter Stories 2 levels of bad and SMT V also looking better than that game is impressive imo. So far I've been enjoying SMT V despite the performance a ton and its definitely my GOTY so far
@@ghosttt.wallls biggest tech issue for me is it simply looks bad due to really bad resolution and anti aliasing. I was able to remedy this with emulation tho
I actually like that mudo and hama were treated more like elements than instant kill spells. They are usually pretty useless in most of the persona and smt games.
I never played smt or persona, though watched person 3, 4 and 5 gameplay, before but this game looks sick as hell. I might buy it when Christmas rolls around
This game is awesone. Maybe my favorite of the mainline so far. It's just so fun to explore and fight and the OST is amazing all the time. I love it, I can't wait to see more of the plot you mention in the video.
SMTV was the first SMT game I ever got into and finished. I'm gonna be 100% honest: I felt like there was barely any story. Characters felt like basic cardboard cutouts. I felt absolutely no attachment to anyone, not even the protagonist. Hell, the one character with glasses and a scarf does literally nothing the entire game. Gameplay in battles was kinda fun, but due to the lack of story I got bored around halfway through the game, and needing to grind levels at the very end felt like a chore rather than entertainment, as I had no incentive to see the story's conclusion. It got to the point where I was just rushing to finish the game cuz I was sick and tired of the grinding and boring dungeon designs. I preferred the open world portions. I'm probably not gonna replay this game, though I'll still probably check out other SMT games that are hopefully more fun.
So, I love essences, the leveling stats being partially allocated, and the changes to Hama and Mudo. Those feel like quality of life changes. Essences gives us such good control over both our character and our demons, that I don't feel like I need to study a guide to make exactly what I want. It's also a great replacement for equipment, and it makes me wish Nocturne had a way to keep getting skills so we can change things out at our convenience like this. I love the stats only being partially controlled because it protects me from my urge to min-max to the point of un-fun; I instead get to pick a specialization or a priority, which feels better. No more 15 STR, 89 INT characters by level 35. It would be cool if that was an option, maybe even if it was only available in Hard Mode or something. I also love Hama and Mudo now; instead of being coin flips, they're skills I can use that have a partial side benefit of coin flips, and it makes them feel both special and usable, which is more than it used to be for me. I hate using a spell and it doing nothing, so getting to avoid that on a whole type of damage feels great.
About characters needing better writing : If the characters were more likeable, a lot of players would end up following them because they're their pals instead of thinking about the implications of certain routes. SMT wants you to think about your options from a philosophical point of view so I feel that making alignment reps and their allies too likeable kind of defeats the point.
You can still have better character writing while doing so though. They aren’t mutually exclusive. I don’t think Nocturne was perfect in this either, but it did better because there was ultimately more scenes of the characters so you understand how they got to the philosophies they did. Dazai is like the only one I actually see where they’re coming from and how they got there because we simply have more scenes to get to know him better.
I don't agree, characters actually being unique characters with personality traits, development arcs and relationships instead of merely the "designated representative of x" makes them more compelling and interesting. I feel like mainline SMT often suffers from the "designated representatives" being somewhat one dimensional, often literally being consumed and transformed into a non-human entity that only cares about one specific goal. That often makes them hard to relate to, because the characters are more tools for the story / world than humans with struggles who chose that path after many events and arcs. It would hit harder if the character had more identifiable traits and interests on top of their main philosophy. Maybe they could even display some of the remnants of their old personality / attachments in their new form. Though that would involve more character interaction than is often currently allotted to those games - perhaps some of those side quests could be more relevant to companions instead of to only NPCs. Of course it shouldn't come at the cost of world building and atmosphere, but you can have both good world building / atmosphere and interesting character arcs / complex relationships.
I really like that comment on SMT 5 being the opposite of Persona 5. I'd call myself a Persona fan and not an SMT fan (yet) but I really hope Persona 6 changes up the formula and pushes the limits of the series, just like what SMT 5 did with the mainline SMT series. As much as I love Persona I have been really tired of some of the tropes and formulas they keep using (hot spring scenes, beach scenes, everyone loving the MC way too much when they don't even do shit most of the time, etc) so if they keep using the same thing without bringing anything new I'm gonna get real tired of it real quick. But that's just my opinion
Analogy: Persona is the yang (light) to SMT's yin (dark). I sincerely hope these games keep improving and trying to one-up each other in the future if it means getting spoiled like this :)
Big Persona fan here (also likes SMT) and I can firmly say fuck the hot springs scenes not cuz of the "fan service" but because every single time the girls act like irrational and stupid thinking the boys being in the wrong place is them perving and they get beat up unfairly for the sake of "humor" the only time that I remember they actually deserved the have their asses kicked was the 2nd hot springs scene in P4G were there were actually perving but it's such a tired and unfunny trope at this point and the worst part is they can actually do the same thing but good the Beach scenes in each game are always funny to me because they are actually well written unlike the hot springs.
I think they should find a way to make their road trip idea into a full persona game (I'm not counting strikers ) persona has never been specifically about school it's always been about the connections you make along the way .
I really feel like P5R showed us what the series is capable of, but it’s not quite there yet. You cut out the shitty plot tropes, balance gameplay around the mechanics added in P5 and Royal, with the quality of writing and antagonist of the third semester, I think atlus could create one of the best games of the decade.
Man I'm so excited to the point I was playing persona 5 all night Every hour I checked the Nintendo switch store just to see if the game is out yet Sadly I slept Health
This was my first SMT game and I really enjoyed it. I'm not sure if I want to go back to try the older titles though. My favorite aspect of SMT V was the exploration. I know the other games focus a lot more on very linear dungeons that are basically just a bunch of hallways.
Havent finished the game i have to say what makes this game amazing so far really is the gameplay and battles. I feel like the world building story wise isnt that strong compared to past games and i would’ve liked if the characters weren’t so forgettable compared to past games but so far its a really fun game and exploring the map is probably the best part.
I personally don’t like SMT5 compared to P5, I actually enjoy talking to the characters and interacting with them more… SMT 5 feels lonely and fighting feels pointless because there isn’t anything to fight for apart from “bad guy bad, must kill.”
My absolute favorite change is the removal of in-npc choices that leads to either the law-neutral-chaos-true endings I can choose whatever the fuck I want and just know that I just need to care and decide fully about the final main choice
for secret ending u need 80% of side q, the questline for Amanozako, Fion MacCumhaill as well as do the bosses for each fanction.Greek nordic egyptian (dont kill konshu) and hindu, the later 2 are in form of side quests. and u cant battle Lucifer in the final sequence without doing those.After the battle with metatron DESTROY the throne. An indicator as if ur eligible is an extra cutscene with nuwa after a certain death. After last battle with guardian u will be prompted with a new option to Create a World for Humanity Alone. Enjoy. P.S NO NEW GAME PLUS NEEDED thats false info
@@akiramiller9025 its fun if its actualy rewarding.. its not fun if it is legit just a cointoss unless you ressit it, in this case its a reward for playing well, and a punishment for playing badly.... instead of a punishment for "not playing how the game wants you to play" Hama and mudo are still decent damage attacks against anything that dosnt directly ressists or nulls it, and they are great against bosses who are weak against them(which are a few actually funnily enough) but they have the added bonus of rewarding you with an insta kill against normal enemys who are weak to it
I ALREADY beat the games 2 times next stop Chaos!! btw if u interested to True Neutral End.... THE REQUIREMENTS was 1st Beat the games 1st time! yes NG+..Then do Chain Quest of Amanozako, Finn, Konsha ( Note plzz what ever u do do not kill konsha & stop him at the 2nd battle! and to trigger this quest u need to speak to isis first time in fairy village when u arrived there..Then her quest will be available when u able to get access to horus and beat him..2nd Quest required u to speak to atsuta sister after that isis 2nd quest unlock (U need to beat konsha first then dont kill him --> follow by Amon quest with Sun RA) As i mentioned before after u beat kosha RA dont kill him Stop him! if u follow all the current direction so far all that leaves is Beat Shiva --> he Monster Lvl boss so be sure to prepare!! when the time come where u need to pick the path choose 3rd option "Destroy The throne" this should make u 100% secret path of " True Neutral End " Where inn- i mean tao will ask u " is destroyed the throne is the only choice?" then u all set for big daddy fight of Ch--... sory if my english bad.
Smt V has been my introduction into the series, and has quickly become one of my favorite games! I first found it by trolling around for something to scratch my DQM Joker itch, and I got that plus sooo much more. First, the customization through fusion and essences was exactly the kind of monster tamer I had been craving since DQM Joker. But, the press turn system, actual usefulness of buffs/ailments has left me wondering how I’ll ever enjoy a different turn based RPG again :P It really is all the strategic combat I could have asked for, and plenty of punishment on (say prayers for me now) hard mode. But, I find the extra difficulty just pushes me to improve my team strategy that much more, and the promise of being able to explore a new area makes victory taste so sweet. 😊
This game is easily my favorite in the series, even with Nocturne being my go-to for YEARS. It's definitely not perfect, but it is awesome in what it does.
Honestly, smtv is significantly better than P5. The gameplay is similar, but you actually get to play SMTV where persona is like 80 hours of cutscenes for every 40 hours of gameplay. I spent the first 5 hours of the game without any real gameplay
I can't wait to play this!! I've been hyped for this game since it was initially announced! The lack of character relevance doesn't bother me at all and personally I was never interested in the cast of SMT IV, they never stood out for me (though I never played through SMT IV:A, so can't speak on that 🤷♂️). My initial playthrough ended with the nihilistic ending, just because I didn't care about siding with either Walter or Johnathan and felt like they hadn't earned the right to have me side with them. Subsequent playthrough's I only chose them for the personal achievement of reaching those endings (never got the neutral one though 😕)
I love SMT V but I wish hard mode had been a bit more than just numbers increases. Like it would be cool if on hard mode you could only summon demons that have your alignment or are neutral like SMT 1. Also wish luck was more valuable cause it would be cool to do a crit build but magic is just so much stronger.
I just finished this game, I went for the True Neutral ending, and I have to say…. Aaaaammmmaazing. I feel like the people who complained about not having a lot of story didn’t talk to all the NPCs. Also I played III HD back at launch and all the connections and lore got me all jittery. It made me feel like these games were made to be played back to back.
I did the same, I played Nocturne HD for the first time as my first SMT game and immediately went into 5 after. No spoilers for anyone but 5 does absolutely feel like a spiritual successor to 3.
I feel the same way. Watching reviews/discussions of this game a week or two after release from the usual suspects of MegaTen channels was quite frustrating when it came to the story. I won't name names but it seemed like some people either don't know how to read or flew through the game so fast in order to get out videos they weren't able to fully comprehend what was happening to the point they didn't understand what ending they got.
In a lot of ways SMTV really feels like Nocturne direct successor, unlike SMTIV which goes in his own thing, SMTV really feel like it build on the base Nocturne has set up.
The dungeon design was great, but they dumbed down the negotiations too much. Seems like I succeeded far more often than in past games. Not a bad thing, per se. Just oversimplified. The addition of strength based elemental attacks was a welcome change. Also, hama and mudo got their starts a basic damage dealing spells. The instakill mechanic was first added in Nocturne and simply stuck after that.
I’m 30 hours in. I’m in the 3rd open area. I’m level 49 and I can say without a doubt this game is a masterpiece. I really wish they would have focused on character development a little more. But I’m absolutely loving this game. I hear a lot of comparisons to p5 and that’s just blatantly unfair. They are 2 completely different games. Also I hear a lot of people complaining about pop in or frame rate drops, I’ve played strictly in handheld and I’ve noticed 0% frame rate drop and pop in only a couple times in certain areas. Overall I give this game a easy 9.5/10 I will play it again and when it gets it’s re release I’ll pay full price for it again no question. I highly recommend this.
It feels like what Nocturne should’ve been. Which I loved Nocturne, and I love this as well, it is a beautiful and wonderful game. I’ve already been recommending it to friends of mine.
The thing you’re missing on speaking about is the addition of the “Vitality” stat which changes combat gameplay drastically from previous titles. It acts as a damage subtraction, which has never been a thing in SMT until now. So if you’re not leveled and statted to beat a boss, it becomes almost impossible to deal damage since there’s such a disparity. It’s become like Dragon Quest where levels are a much bigger deal. In old games there was no subtraction stat, just HP and resistances.
@@devranyilmaz9806 Read what he wrote. Your Vitality stat now reduces incoming damage - it did not do this in previous games, rather it increased your health. This changes the balance of encounters.
@@drewb1979 are you daft? Vitality does increase your defence stat in older titles. Go boot up Soul Hackers for an example, boost Vitality in that game. Watch how Defence increases. This is also the case in Nocturne. Make a save before you level, distribute a point into VIT. Save, then load the other save and distribute a point into a different stat. You WILL notice a difference. In a lot of games, the tool tips even point the defence boost out before stat distribution, where the hell did you hear that nonsense?
@@drewb1979 let me summarise; Vitality governs total max HP and Defence. If you’d like I’ll tell you what the other stats do in SMT games in general: Strength governs Physical Attack and total Max HP, to a lesser extent than Vitality. Magic governs Magic Attack as well as Magic Defence. It works with Vitality to improve Defence, however in other games where Intelligence exists, the Magic Defence modifier is moves to that stat instead. Also increases total Max MP. Agility governs Turn Order, Battle Initiative, Hit/Evade Rate and Ambush Avoidance. This stat works in conjunction with Luck a lot. Luck governs Ailment Hit/Evade Rate (instant death is an ailment), Critical Hit Rate, Battle Initiative, Ambush Avoidance, Item Drop Rate... It does a lot of things.
This was my first smt game and I love it was a lot of fun doing all the quests and the English voice acting was alright the story coulb be better overall I hope atlus does more dlc for this game the is a lot of things they can do.
the presentation, the soundtrack and gameplay are amazing, cant remember the last time a rpg pulled me in this hard, i played like 16 hours on day one with small breaks XD got the chaos ending
I like the game, but it really feels like it suffers from being on the switch. It's okay in handheld mode, but docked the combo of bad framerates and choppy animations in the distance just make it look bad.
Personally I am fine with Hama and Mudo in this game. I think Hama/Mudo doing damage makes those skills more worth pursuing, and the weakness=insta reminds me of older MT games. Megami Tensei 1, or at least Kyuuyaku, if you use Yumikos Hama ability it can insta or just do a lot of damage.
I absolutely love the plot of V. Awesome lore, great twist on the alignments, tough choices, and some really good characters. Dazai and Abdiel, while not making me choose law like Law Hero in 1, are definitely stand out characters. The idea that they went against the word of God in order to restore his order is so fitting for the plot of the game as well as Abdiel's lore. While Yuzuru was pretty static in development I still found him an enjoyable character and the creative take on the chaos route is enough to make up for his lackluster character and is miles better than rehashing Walter and Jiminez's character type again. So glad to see others enjoy the story as I know some dont like it
I've warmed up very favorably to the UI stuff (not that it bothered me before lol). I would say it's even as stylish as P5. It's just not as "extroverted" and more contained. It's like the equivalent of a cool guy in a suave, slightly exotic suit and shades. Aside from GUI stuff and QoL, was there anything else you noticed pulled from TMS? I do like seeing the demon portraits rendered in the same way as the TMS character portraits. They're really pleasing to look at, especially after coming in from the 3DS games!
I'm a newcomer and I think this game is amazing. Definitely want to get smt3 and 4. Don't have the consoles for anything older. Started on persona 5, went back to persona 3 and 4, and this? I'm gonna have to go back in time for this too!
I am basically brand new to SMT. My only prior experience with the series is Persona 5 and SMT#FE. I've been playing SMT5 for a few hours at the time that I write this and I've got three big thoughts on it so far. 1: God damn I love Altus' art. There's nothing else to say on this. The game looks rad, even if the frame rate is a bit... Nintendo Switch-y. 2: Holy hell, this game feels absolutely impenetrable at first. As a newcomer, it took me a LONG hot minute to wrap my head around the Essence system. And even now I'm pretty sure I only kiiinda get it. 3: This kinda plays off the last thing, but I kinda like how the game seems like it's positioning its gameplay to be "build the strongest protagonist you can, and the party is just there to support them". That's usually how I play JRPGs in general and it's kinda novel to me to see a game that looks like it's actively trying to push the player in that direction. I like it.
Hama and Mudos insta kill should run off of crit chance plus a percentage of the magic stat. So if I got like 50 magic stat I should get a 10 percent chance of insta kill that can stack with the 35 percent chance Hamaon should have for a total of 45. If I got 99 in magic the instakill chance bonus should be 20 making it 55 percent chance of instakill. To further increase every Potential + should add another 2 percent chance. So if you have a +9 that should add another 18 percent making Hamaon have a 73 percent chance to instakill.
Personally, I got really tired of exploring Tokyo after 20 hours. As beautiful and vast as it was, every area ended up feeling the same to me. I personally prefer the typical dungeons for exploration as long as they’re done properly.
I usually put videos in the background when playing games in order to have background noise. Not with this one. This is probably the first game in a long while where I had to put my phone on silent because I didn't want anything to drown out the game's atmosphere.
As for the narrative, I almost rage quit after act II, I was so annoyed. It increasingly begins to feel like nothing you do matters, with the story proceeding on its own path irrespective of what the player has done. While I realize this has always been a bit of an issue with story-driven RPGs, the genre as a whole has taken a lot of steps have been made to at least try to adapt to what the player does before getting the story back on track. SMTV blatantly does not, and it feels lazy and disjointed as a result. I was also annoyed with how certain characters were treated in act two. Ultimately I am still playing the game (mostly because of Lilim and now Artemis), but I'm not sure how strongly I like it on that point.
4th ending is basically go Neutral, so even mix of Law / Chaos answers. It can be done first run. Plus beat ALL side-quests, which requires 75% of compendium which will allow you to receive the seed of life from Sophia. studio.ru-vid.comWmFabfGYZYg/edit
Bro really took the "how many times can I not explain my statements" challenge in this video Like yeah I agree that Surt was basically just "I have big hp I do fire dmg" which was extremely boring for a boss that was hyped up in trailers but like, at least give me an example when you're making statements about the game