Ouroboros
Really enjoying the game. This is probably the first real speed-bump that I've hit; though I guess I have been doing a lot of backtracking, exploring and ex-missions.
Vamphuntr said:Wow. Weird they gave good scores to Devil Survivor and Personas.
I do agree with some part though.
This is not really accurate. The demon negotiation is one of the main aspects of the SMT games. Of course it's gonna be similar. In this one alignment had an important part in negotiation. Dialogues are really fun and varied. You also have full moon conversations and conversation when they surrender. They also changed appearances of some demons (shocking). Titania is no longer a fairy with a green skirt and Oberon is well... different.
It's much more like SMT 1 and 2 than Persona and Devil survivor. I think that's the problem with the reviewer. If you are expecting a Persona like narrative and characters interactions you will be disappointed. It's also much more hard (dungeons wise) than Persona 4.
Definitly not as good as Nocturne though. I'm at the final area and will probably beat it soon and would give it more like 8/10.
Cep said:The review is too harsh and a little inaccurate, but I essentially agree with it.
My first SMT game and I do not think I am even going to finish it.
I hope DS and Nocturne are better, but I do not hold out much hope. Seems like I was right about this series not being for me.
HK-47 said:Unlike the battle system, demon negotiation has barely evolved. And it is still mostly random bullshit rather than engaging dialogue. It could use an overhaul. Though I expect people to defend the stagnation cause Altus can do no wrong
HK-47 said:Shut up and play Devil Survivor you ninny. It worth it alone for the vicious deconstruction of Pokemon (funny cause Pokemon came after SMT starting the whole mon thing).
Survivor has less changed designs than Strange Journey does. What are you talking about? And yeah you are right about the reusing of most of the sprites from Devil Summoner and Soul Hackers, but this is the first time we've ever seen those sprites animated. Strange Journey adds new frames to old sprites, gets Nocturne redesigns and gives them sprites, and has quite a bit of exclusive demons of it's own (mainly the bosses, though). Devil Survivor pretty much completely took from Devil Summoner and Soul Hackers without adding much.HK-47 said:And those are just recycling DS/SH designs. There is a real disappointing amount of geniunely new stuff, even if it is nice to see some these designs for the first time. And I dont see how its shocking when plenty of the popular demons have multiple designs that are on constant rotation. Survivor had a ton of changed designs (though they werent new either).
Yuzu has the best boobs on the DS, man.Cep said:True, but how exactly do you suggest they fix this?
Already in my DS. Love the intro music!
Although the dialogue/translation is sort of painful, but I am always over-critical the first few hours.
Negotiation has evolved a lot since the series inception, with big changes occurring in SMT3 and Raidou 2. It used to be what people seem to love accusing it of in this thread: fairly random. Now the choices make much more sense, especially if you're familiar with the demon's mythological background. I will concede that SMT3 Maniax did introduce a random factor to conversations for some reason (still have no idea why this was done). However, SMT3 added demon-to-demon conversation, and skills like brainwash and smooth talk, and Raidou 2 took it even further with allowing specific demons to participate for a desired effect. SMT3 also added special conversations between demons from the same mythology, which I thought was pretty cool. Strange Journey is absolutely a huge step down from those two games, but it's still at least above the earlier games in terms of effectiveness. And it brings alignment back into the mix, whereas it didn't matter at all in SMT3.HK-47 said:Unlike the battle system, demon negotiation has barely evolved. And it is still mostly random bullshit rather than engaging dialogue. It could use an overhaul. Though I expect people to defend the stagnation cause Altus can do no wrong.
And those are just recycling DS/SH designs. There is a real disappointing amount of geniunely new stuff, even if it is nice to see some these designs for the first time. And I dont see how its shocking when plenty of the popular demons have multiple designs that are on constant rotation. Survivor had a ton of changed designs (though they werent new either).
Big One said:Survivor has less changed designs than Strange Journey does. What are you talking about? And yeah you are right about the reusing of most of the sprites from Devil Summoner and Soul Hackers, but this is the first time we've ever seen those sprites animated. Strange Journey adds new frames to old sprites, gets Nocturne redesigns and gives them sprites, and has quite a bit of exclusive demons of it's own (mainly the bosses, though). Devil Survivor pretty much completely took from Devil Summoner and Soul Hackers without adding much.
The answer is clearly to add Mass Effect style dialog wheels.Kishgal said:I wouldn't necessarily mind a change; I'm just not sure what else they could do with it. Then again, that's why I don't work for Atlus.
Dresden said:The answer is clearly to add Mass Effect style dialog wheels.
[Renegade]
"You better fucking follow me or else, got it Pixie?"
Kishgal said:Negotiation has evolved a lot since the series inception, with big changes occurring in SMT3 and Raidou 2. It used to be what people seem to love accusing it of in this thread: fairly random. Now the choices make much more sense, especially if you're familiar with the demon's mythological background. I will concede that SMT3 Maniax did introduce a random factor to conversations for some reason (still have no idea why this was done). However, SMT3 added demon-to-demon conversation, and skills like brainwash and smooth talk, and Raidou 2 took it even further with allowing specific demons to participate for a desired effect. SMT3 also added special conversations between demons from the same mythology, which I thought was pretty cool. Strange Journey is absolutely a huge step down from those two games, but it's still at least above the earlier games in terms of effectiveness. And it brings alignment back into the mix, whereas it didn't matter at all in SMT3.
I wouldn't necessarily mind a change; I'm just not sure what else they could do with it. Then again, that's why I don't work for Atlus.
Strange Journey has several brand new demons, as well as unique redesigns of old demons. It also has more demons than any other game in the entire series by a HUGE amount. SMT3 only had like 180 or so. SJ has over 300.HK-47 said:The production values on SJ as a mainline were greater than a first time low budget spinoff. Color me shocked. The mainlines always have more demons in quantity than the other branches. And I dont know what game you played, but DS had a ton of first time SMT I&II or DS/SH demons and designs that we hadnt seen. It had very few on the newer designs almost by choice it seemed. I dunno what you are arguing with that. DS also had a handful of new demons for bosses too. But Nocturne craps on both in terms of new demons/designs. Hell I'm pretty sure NINE does, lol.
Himuro said:Raidou 2's demon negotiation was a big evolution. Does Strange Journey expand upon Raidou 2?
Kishgal said:Strange Journey has several brand new demons, as well as unique redesigns of old demons. It also has more demons than any other game in the entire series by a HUGE amount. SMT3 only had like 180 or so. SJ has over 300.
HK-47 said:Maybe I was looking for more of a SMT3 leap. Are the special convos even in SJ? I remember a hilarious one in one of the Raidou games between Asura and Malahaka about how they are essentially the same god.
icarus-daedelus said:Outdated gameplay, straightforward combat, and boring exploration have nothing to do with social links. These are also problems with the game, not the reviewer... SMT 1 and 2 were early nineties games. It's not unexpected that someone would be upset with gameplay mechanics holding over from the early nineties. But anyone who likes Persona 4 better must do so because of social links, right? lol.
Yeah and despite that Strange Journey still added more demons that weren't just taken from Devil Summoner or Soul Hackers. Yes Devil Survivor introduced those demons to American audiences, but how can you fault Strange Journey for something Devil Survivor did and didn't even improve upon it like Strange Journey has? Strange Journey adds quite a lot of Nocturne introduced demons to it's roster giving them full-fledge, nicely drawn animated sprites and reimagines some SMT1 and 2 exclusive demons of it's own (Maya, for example). Basically when it comes to the Demonic Compedium Strange Journey trumps Devil Survivor visually and how much effort it took to produce it.HK-47 said:The production values on SJ as a mainline were greater than a first time low budget spinoff. Color me shocked. The mainlines always have more demons in quantity than the other branches. And I dont know what game you played, but DS had a ton of first time SMT I&II or DS/SH demons and designs that we hadnt seen. It had very few on the newer designs almost by choice it seemed. I dunno what you are arguing with that. DS also had a handful of new demons for bosses too. But Nocturne craps on both in terms of new demons/designs. Hell I'm pretty sure NINE does, lol.
Dude it like a dialogue list, but now in a wheel!Dresden said:The answer is clearly to add Mass Effect style dialog wheels.
[Renegade]
"You better fucking follow me or else, got it Pixie?"
You can even color it! And use the touchscreen!HK-47 said:Dude it like a dialogue list, but now in a wheel!
Brillant, we are so innovative!
Dragona Akehi said:butts butts butts
SJ is probably the best remedy to FFXIII that I could have ever taken.
You could always try, you know, ahem, Baldur's Gate.Cep said:I guess.
I played some Dead Space to wash 13 out of my system, SJ just depressed me.
Big One said:Yeah and despite that Strange Journey still added more demons that weren't just taken from Devil Summoner or Soul Hackers. Yes Devil Survivor introduced those demons to American audiences, but how can you fault Strange Journey for something Devil Survivor did and didn't even improve upon it like Strange Journey has? Strange Journey adds quite a lot of Nocturne introduced demons to it's roster giving them full-fledge, nicely drawn animated sprites and reimagines some SMT1 and 2 exclusive demons of it's own (Maya, for example). Basically when it comes to the Demonic Compedium Strange Journey trumps Devil Survivor visually and how much effort it took to produce it.
Dresden said:You could always try, you know, ahem, Baldur's Gate.
Killing kobolds is like a rite of passage, man.HK-47 said:II, or do you want him to be bored to death?
icarus-daedelus said:but... Dead Space is so linear that you follow a literal line for the entire game. Wouldn't that be too reminiscent of FFXIII?
Yeah, I dunno, I'm playing Devil Survivor next, as it turns out FP dungeon crawling is not my thing (so I think I'll know to stay the fuck away from Etrian Odyssey now)
icarus-daedelus said:but... Dead Space is so linear that you follow a literal line for the entire game. Wouldn't that be too reminiscent of FFXIII?
Dragona Akehi said:butts butts butts
SJ is probably the best remedy to FFXIII that I could have ever taken.
Cep said:Actually, I chose it specifically because of that.
I needed to be reminded that it can be done correctly.
Freyjadour said:good stuff
Dresden said:Devil Survivor is essentially SJ's combat grafted onto a grid for movement... I love SRPGs, and I did beat DS, but it's very tedious at times, especially early on.
And devil auctions were terrible.
Yum yum Nocturne.Doublethink said:I went from Nocturne to FFXIII to Strange Journey. Nocturne probably contributed to how much I hated FFXIII and FFXIII contributed to how much I'm loving Strange Journey.
Cep said:I hope DS and Nocturne are better, but I do not hold out much hope. Seems like I was right about this series not being for me.
MechaX said:Story spoilers for Sector G:I was actually on the Law boat before they decided to encourage forced brainwashing as a solution. And like SMT 1 and 2, I'm right back in the Neutral camp because Law and Chaos are two equally absurd extremes. At least in Devil Survivor and even Raidou 2 both sides were rather valid at the core and usually warranted some perspective.
But hey, there's a lot of different types of MegaTen games, so you're bound to find one that will click for you.
Vamphuntr said:In Devil Survivor both of the extreme were well done and were valid solution to the demon problem. In SJ Law and Chaos are really extreme while neutral is plain and boring .
Sector H Intro Spoilers
Law is basically using Zelenin to brainwash the crew so that they help you on the mission. They all become religious Zealot. You are siding with the wise men, angels and god to create a world where minds are controlled by god. Humans will no longer be corrupted so no more Schwarzweldt. Chaos is siding with Jiminez and Lucifer. It's to use the power of the vanishing point to return the humans to their primal freedom. A world filled with demons, where human live with Joie de Vivre and a free mind. You make a mistake then you will die for it. Human life will become precious and important again for some reason it will prevent the Schwarzweldt from coming again. Neutral is to side with Gore and believe in Humanity. Destroy the Schwarzweldt and hope it never come back. Too bad since humans will probably still be corrupted, evil and so on no matter what. Will Humanity break the destruction cycle.
Cep said:Man, I am tempted to press on on JUST to see some of those events.
C-Jo said:By no means is this directed at anyone in this thread, but I still feel that the majority of people who take issue with Strange Journey are evaluating it on what it isn't rather than what it is. It goes without saying that it shouldn't be compared to Persona 3/4 or Devil Survivor. Those comparisons are mostly a byproduct of Atlus USA's naming conventions, and that's not what I'm talking about.
I look at Strange Journey as a throwback to classic Megaten, and in that respect, I have a hard time seeing it as anything but a success. First person dungeon crawling, alignment system, demon negotiation, 300 demons... It's not really missing anything. I haven't finished it yet, so maybe it completely falls apart in the 2nd half. But I do know that 15 hours in, this game is exactly what I wanted. Demon negotiation does have a random element (the same demon responding differently to the same answer), but hey, I didn't say it was perfect.
This style of game obviously isn't for everyone, and that's okay. I don't think it's anywhere near as good as Nocturne, and that's okay too. Call me a gaming hippie, but I'm just happy we have a game like this at all.
Yeah, I'm not particularly crazy about it either. But I tend to play DS games with the sound down most of the time, so it's not a deal breaker or anything.alske said:The music is a pretty big let-down though.
Cep said:Also, I am confused about something. 'Demons' of the law variety are not demons? Because Zel was perfectly fine with using power.
Cep said:Funny, the Music (along with art, general story and dungeon structure) were some of the things that I really liked about the game.
Although some of the older stuff would have fit much better.
C-Jo said:I look at Strange Journey as a throwback to classic Megaten, and in that respect, I have a hard time seeing it as anything but a success.
botticus said:Note to self: don't go into a boss-ish battle with no healing demons, no co-op opportunities, and nothing for its weakness. Time to do some more fusing.
botticus said:Note to self: don't go into a boss-ish battle with no healing demons, no co-op opportunities, and nothing for its weakness. Time to do some more fusing.
Well, this was the Ex Mission you get when going back to Antlia while in Bootes, so I was kinda figuring it wouldn't be that big of a deal, and just went with whatever demons were in my party at the time (which included my level 8 Goblin). Didn't work out so well.GeekyDad said::lol Wow, dude. You had to make a note of that?
Yeah, you really have to exploit everything the game gives you in a boss battle, unless you're prepared to grind your character/demons into the ground. To the game's credit, though, you can avoid almost any grinding by making good use of the game's systems.
MechaX said:I do agree that it's worth shouldn't be solely fixated upon the Persona titles & DS (Gameplay structure-wise, it does take a lot from SMT If than anything else). However, I just feel some disappointment with what we got, especially in the second half of the story. It's not as interesting as say... Soul Hackers, its battle system is a step-back from the Press Turn, and the negotiation is a major step-back from Raidou 2 and Persona 2 IS/EP. Classic throw-back is one thing, but I do think Atlus should have weaved in the improvements from the later games as well and built upon them while simultaneously revisiting the SMT roots.