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Hiku said:

Oh yeah, I see now that he's listed under Character Design. That's good news for me. I'd rather have someone I already like that someone untested. (Thanks Nirasawa for making me worry about that.) I still don't recognise his style in those characters though. Then again I've only seen his work for SMT IV, the Persona 2 port for PSP, and Trauma Center, so I'm no expert.

It's good to hear that they're listening closely to feedback. About the demon conversations, thety keep making changes and improvements between every game, from my experience. But it's always tricky, so hopefully that part won't change all of a sudden.

As for Nocturne, a huge part of why I loved it was the atmosphere. It has one of the thickest atmospheres I've experienced, along with Majora's Mask. I'm not sure how that would hold up for me today though, considering the rather thin storytelling. The gameplay I think is ok compared to SMT IV. That you see all the characters on your team during combat, and the battle animations along with the very satisfying sound effect of Demifiend hitting the opponent, I feel like that part will hold up well in comparison. There's no 'Smirk' mechanic though to consider for strategy. But the fusion mechanics are terribly overcomplicated in comparison, and they make the game harder by only allowing you to learn each skill once for Demifiend, and only once. If you ditch it for another skill, you'll never be able to learn it again in any way.
I also really liked that Dante from DMC was in the game. But that was also during the height of the DMC hype.


With gameplay, I mean stuff like random encounters, the way demon fusing works, the way transferring moves works, and the way Demifiend is built as a physical user when I like magic users. I feel like it's hard to go back after playing SMTIV.