cj_iwakura
Member
Is that the guy who finished translating Megami Tensei for Famicom, made a news post about it, and then said "btw we're not releasing it"
Uh, that was released.
Is that the guy who finished translating Megami Tensei for Famicom, made a news post about it, and then said "btw we're not releasing it"
I love that kind of Megaten sprite, gives it a somewhat realistic yet very eerie vibe. I think SMT4 kinda tried to recreate it with stuff like the weapon merchant.
It's a nice, tamer alternative to the super realistic, incredibly off putting portraits in SMT1 for the Sega CD lol
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I've got enough yen on JPSN to get the PSX version of one of SMT1, 2 or If. Having never played any of these three, which would you all recommend? It seems like If has the most PSX-exclusive content, so that's what I was leaning toward so far.
The music sucks in the PSX verion, that for me is a deal-breaker, don't know if that's important to you.
Well 1 and 2 have fan translations... Unless you speak Japanese. If you don't, get If.I've got enough yen on JPSN to get the PSX version of one of SMT1, 2 or If. Having never played any of these three, which would you all recommend? It seems like If has the most PSX-exclusive content, so that's what I was leaning toward so far.
I would actually like to play the PS1 versions of SMT1 and 2. The SNES versions felt like pulling teeth.
Well 1 and 2 have fan translations... Unless you speak Japanese. If you don't, get If.
Very straight forward. Your school's been attacked by demons. Here's some demons. Go kill them. The different partners do give it replay value since each person has their own path, though.I do, though not fluently. I'm aware that 1 and 2 have translations.
How is If anyway?
Very straight forward. Your school's been attacked by demons. Here's some demons. Go kill them. The different partners do give it replay value since each person has their own path, though.
I knew that much, I meant more in the sense of "how good is it".
Any Raidou veterans know of a good place to grind by Chapter 10? It looks like I'm severely underleveled at 49, but the training hall isn't cutting it.
Really? That seems like a fair level for that point. Are you playing on Hard mode? (If so, you're crazy and I applaud you.)
Huh, guess I'll just keep going then. I've been sort of following along with an LP whenever I get stuck and I just saw that by Chapter 10 this guy is 75... Battles have been pretty easy to just tank so far so I wondered whether I would hit a wall eventually.
Raidou Chapter 10 -A WEAPON TO SURPASS METAL GEAR!!
I definitely did not expect that to happen in the finale.Just finished. So...Raidou facilitated the events of SMT I+II? Damn.
Definitely gonna jump into Raidou 2 next. I'm excited to play a game with this wonderful setting AND good gameplay.
Just finished. So...Raidou facilitated the events of SMT I+II? Damn.
Definitely gonna jump into Raidou 2 next. I'm excited to play a game with this wonderful setting AND good gameplay.
Well hey, If could still happen.
Raidou 2 has the same wonderful setting and fantastic gameplay, but the core plot isn't nearly as strong.
"Same wonderful setting" = Pretty much every environment is reused![]()
Hmm I was wondering if this thread existed here... Persona 5 renewed my interest in SMT games. I've beaten SMT IV, got through Apocalypse to the alignment lock, and got up to the "3 temples" section in Nocturne.partly because I dropped it for a few months, partly because I'm planning on siding with Dagda
Right now I'm simultaneously playing through Nocturne and IV (because I can play it on the go). Is the proper way to unlock everything for IV going Law->Chaos->Neutral?
Also does anyone have good recommendations for when to do the Kalpas in Nocturne? I tried the first one right after unlocking it and got rekt.
Do you have an iphone or ipod? Even an old one should play SMT 1 perfectly, and from what I hear it's a better version than the SFC one.
Yeah, the mini bosses didn't fall into that trap. I definitely didn't care for the ones that felt more like "corridor" bosses if that makes sense.Personally I prefer Megaten bosses without weaknesses in most cases, but what bothers me in P5 is that most of them have gimmicks that make the battles feel scripted (Kamoshida is pretty much just following instructions and Palace 4's was pretty bad), and I'm not a fan of the whole "send someone to do X thing and make the boss vulnerable" either. But bosses like Palace 2's are fantastic IMO, and the main Palace 7 boss is straight up one of my favorites in Megaten as a whole, just very challenging, with great scale and fantastic music.
That being said the mini bosses do have weaknesses in most cases and those were plenty of fun too.
I think this is why SMT vets liked the gauntlet bosses that SMT4:A sometimes had. It let the game give bosses proper weaknesses, but it could still be tricky because you need a team that accounts for all 2 or 3 bosses you have to fight. I hope they consider revisiting this idea in the upcoming Switch game.Playing P5, the one thing that's bothering me about the game more than anything is the boss battles. Not a single one of the major boss battles has had an actual weakness, and they all feel very "by the numbers". Most of them have some kind of "Send one party member to do this other thing to hurt the boss more!" Some of the bosses even have a "silent" weakness. There is one in particular that takes a ton more damage to guns, but is not "weak" to them. It's really inconsistent with it's weakness exploiting.
I don't mind bosses in SMT or Persona that have no weakness, but many of them don't set up unique conditions. For instance there is almost nothing to stop you from spamming Marakukaja and Masukukaja. It's not like bosses I've seen in SMT where if you were to use Makarakarn, they just spam Megidolaon and you're at a level where you can barely survive that.
Yeah, while frustrating when I wasn't prepared for it, it was great that Apocalypse did that. You couldn't rely on one-size-fits-all demons (unless their name is Innanna, but you can't get her until near end game).I think this is why SMT vets liked the gauntlet bosses that SMT4:A sometimes had. It let the game give bosses proper weaknesses, but it could still be tricky because you need a team that accounts for all 2 or 3 bosses you have to fight. I hope they consider revisiting this idea in the upcoming Switch game.
I think this is why SMT vets liked the gauntlet bosses that SMT4:A sometimes had. It let the game give bosses proper weaknesses, but it could still be tricky because you need a team that accounts for all 2 or 3 bosses you have to fight. I hope they consider revisiting this idea in the upcoming Switch game.
I'm pretty sure you don't though.Yeah, the mini bosses didn't fall into that trap. I definitely didn't care for the ones that felt more like "corridor" bosses if that makes sense.
One of the biggest offenders was on Palace 3:Kaneshiro has almost no health and Morgana says "Do you want to throw something to distract him?
I said no because he was a few hits from dying, nope, fuck you, you have to throw something.
I'm pretty sure you don't though.
If you do enough damage to him it has the same effect as throwing something but he doesn't get distracted.
I said "No" and they forced me to do it anyway to take out Piggytron. And Piggytron had a significantly larger amount of HP left than the guy.
Seriously thank god P5 somehow didn't opt for save anywhere, it was the best surprise for me.
Oh boy, PAL copies of Raidou Kuzunoha vs. The Soulless Army are expensive.
The boss gauntlets, the final boss,were my favorite fights from Apocalypse.Krishna and Vishnuwas kinda intense too because he kept powering up towards the end of the fight which gave it a sort of frenetic rush to end the fight as soon as possible. I think the press turn system is at its best when you're constantly at the verge of defeat and fights are pushing you to make the correct turn-by-turn decisions between offense, buff/debuffs and survivability (hp/sp/status effects) and/or when you're planning for the long therm outcome of the fight. I feel the aforementioned bosses all deliver in some way or another.Odin
I completely agree. I know some people consider losing progress too "archaic" as a form of punishment but it's better than nothing. Save and ressurrect anywhere completely kills any sense of danger when dungeon crawling, which is why Apocalypse is so uneven in its difficulty (some great boss fights, but largely unthreatening dungeon segments). With save points I at least feel some sense of dread when my resources are running low and the last time I saved was a while ago, it keeps exploration engaging.
Ideally they need to think of a better risk/reward system. The DQ games make you lose half your money upon death, so you don't really lose progress but you're still being punished for sloppy play. Soulsborne punishes you with its bloodstain/lost souls mechanic. SMT could use a similar system. Controversial opinion: I feel like Charon could've worked pretty well in a game with save points. You'd need to choose between either wasting a hefty amount of macca to keep your progress and demons or go back to your last save file. This way they could keep it challenging by carefully spreading out save points.
US ones aren't cheap either, last I heard.