Original SMT V was frankly not a great game (hoping Vengeance is more fun/interesting) but the soundtrack was fantastic. I'm glad all the additional Vengeance tracks are too.
jungle, but i wss kind of expecting it honestly. just from the sidechaining and the vibes from the first trailer, i was like “this would go hard with an amen break tbh” and low and behold
The quick drums with a slight dubstep flavor. DnB is a precursor to dubstep from the 90s and early 2000s that's making a slight comeback in media. For reference Sonic music from the GameCube era is DnB. Like white jungle (shadow level). It has a high beats per minute and is very high adrenaline
When I first saw the announcement trailer I was hoping that the music in that would actually be in the game and not just be trailer-exclusive. Cue my utter excitement when 2:22 came on, and to this banger of a fight, no less!
@@mr.personalspace7831I dunno if you were just joking but I doubt build choices are aknowledged by the story and Murakumo literally is just what makes the most sense to kill a snake god with
@@giratina6665 It was a joke. I typically run with a Magic/Support build on the player character in Megaten games- but Murakumo is the skill used in the cutscene regardless of your build or if you actually have the skill. I'm saying it makes sense lore and story-wise, but it was funny to watch the character I specialized into Magic whip out this game's go-to Strength-based endgame skill. Like Freikugel in Nocturne.
@@mr.personalspace7831 I was so hyped to actually see an in-game skill used in a cutscene. When I saw it, I even shouted out “Murakumo!” the same way he does.
@@mr.personalspace7831To be fair, I think that's because Murakumo is meant to be Nahobino's ultimate skill since you learn it from Aogami Type-0 Essence and one of the researchers says our Aogami is most likely the Type 0
Happened to me as well... but it was on Normal Mode! Also she kicked my ass after a while... I actually been doing pretty good in the late game wise till Tiamat came. Figures a Final Boss Would kick my ass well.
Something must've been off with her scaling for me on hard since I really didn't seem to have much trouble with her healing. I heard vit has some mess with the healing formula now? Mine was massive but that was MY vit and not her's, so I'd have no idea what's up with that.
@@Tommyvang187 That's kinda funny but also totally suspected since those are both superbosses, that design decision alone means they aren't supposed to curve well with the rest of the game. That goes quintuple for like demifiend since he hands you over null all which makes you nigh untouchable. I didn't though so I thought the gimmicks the new bosses had were at least amusing and even challenging at points (mainly just with the second new law final boss). I'll probably try my hand at shiva when I actually need to like when getting the secret neutral ending or whatever. Doing the other old paths again beforehand just for more free extra aogami stat points and balms seems worth it enough.
Nocturne doesnt need a remake, the HD remaster did fine modernizing it. (mainly with manual fusion being added) What we do need a remake for is SMT4. That game has so much potential but Atlus botched it with baffling poor QoL. An incomprehensible world map, the way sidequests work and are received/turned in, the stupid alignment system, the terrible endings, etc. I hope a remake goes the SJR route and redeems all three endings and adds much needed QoL and gameplay additions from Apocoylpse because DEAR GOD base SMT4 is rough, far rougher than Nocturne which has aged excellently thanks to the cel shading and still solid combat and mechanics. Things I would fix in an SMT4 remake: -Make smirking how it worked in Apocoylpse, makes all skills crit, null weaknesses, triggers extra skill effects but no insane evasion boosts. -Rebalance demon stats so they dont all just have even stats across the board. -Add in affinities like in 4A and 5/5V. -Allow Flynn to learn passives. -Allow you to control AI partners and what partner you can use at a time. -Add in a rare endgame item (probably from a new superboss) that lets you spawn in the fiends automatically. -Include all DLC from the base release for free. (minus grinding DLC like with Vengence) -Add in new demons. (of course) -Add in more unique skills like what they did in SMT5. A whole bunch of new skills in general would be nice. -Add in skills for giving/removing smirk. -Make light and dark do actual damage and have their instant kill effect only work when smirking like in Apoc. -Fix the world map to make it more visable and easily traversable like in Apocoylpse. -Make alignment fully visable. Do something like Cathrine where you can see the answers you give visably tip the scales. -Make the requirements for neutral less strict. -15 to +15 seems like a good compromise. -Change the final alignment choice to have a neutral option that DOESNT involve ending the universe in an early bad ending. -Add new story routes/expansions for law, chaos, and neutral that "redeem" those endings and their reps like in SJR or DeSu1. -Make side quests avalible from ANY tavern and mark them on the map. -Side quests no longer need to be turned in and are automatically completed. -Inform the player when new side quests are avalible. -Inform the player when certain side quests expire and warn them before they make a decision that would lock them out of one. -Update the graphics, obviously. The crusty 3DS 3D models have NOT aged well. -Redesign a lot of the SMT4 original demons to match their apocalypse designs or have new designs entirely. Also redesign mermaid to have a full kneeless fish tail. Please.