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This game needs no introduction, as it is one of the best installments in the Dragon Quest series. This specific version expands and improves the original experience in many ways, being one of my favorite remakes because it doesn't limit itself only with modernized graphics, but also updates and expands a lot of things and obviously also because it's literally as if you merged Dragon Quest VII from PS1 (my favorite DQ) with the original DQIV from NES.

Dragon Quest IV was a turning point in the series. After Dragon Quest III, the franchise had already reached its highest point in that era, and for its fourth installment the series had two paths to choose from, either they reiterated the concept of an open world and made the game even more gigantic and free, or they made the experience more linear, restricting the player from the freedom so characteristic of the first 3 games in order to have an adventure with a tighter design. Dragon Quest IV clearly went for the second option, but as unbelievable as this may sound, this did not sacrifice the sense of adventure that characterizes Dragon Quest, rather, it was enhanced.

Let's cut to the chase, one of the reasons why Dragon Quest IV is one of the strongest installments is because of how its story is divided into chapters. It was a concept that for its time was novel and was something that greatly improved the narrative and world building, but it didn't change the overall structure drastically, it simply served as another way to present the story and gradually teach the gameplay mechanics to the player. Each chapter is good for different reasons:

Chapter 1: Like the game that started it all, Dragon Quest I, this chapter begins with a single character, with a single simple task, in a small place, but teaches enough of the Dragon Quest world to introduce new players. It teaches the basics, such as the importance of talking to NPCs, the cycle of day and night, turn-based battles, the importance of buying equipment, etc.

Chapter 2: Just as chapter 1 could be a tribute to the first Dragon Quest, this one can be considered as the perfect tribute to Dragon Quest II. Here everything is more extensive, now we control 3 members in the party instead of just one, the amount of villages and stories we encounter is greater, and in the same way, the battles start to get more complicated. Here the player learns about the importance of status altering magic and how to strategize in combat.

Chapter 3: Forget for the moment everything you learned in chapter 1 and 2, chapter 3 presents us with a twist to give you control of none other than that character who always sells you weapons and stands behind the counter, a humble merchant. This chapter is great because at first you literally start out as an NPC, but gradually you become a treasure hunter and build up a fortune that becomes almost addictive as you focus on earning more and more money on top of earning experience points. It's a pretty unique and fun chapter.

Chapter 4: I told you to forget everything you learned in chapters 1 and 2, but now you will have to remember them more than ever, because things get more complicated in this chapter and you will need to be very cautious if you don't want to have a bad time. This stage of the story shows how behind the curtain the main antagonist was slowly moving the pieces to execute his plan, and well, it is in this chapter where we see the product of that and how the enemy is already too strong, to the point that the story ends abruptly with a somewhat unfortunate conclusion, which gives way to the last chapter in the story.

As unbelievable as what I'm about to say may seem, chapter 5 could very well be considered a complete game on its own, you could say that's when the real Dragon Quest experience really begins, so it will also be the part where I will structure my review in my more "classic" way.

Chapter 5
Dragon Quest IV is for me the perfect Dragon Quest game. It maintains the purity and sense of adventure of the first three installments, and not only that, but it was the first game in the franchise to prove that in addition to adventure, there can also be a good story to tell.

The story of this game is set in a new world, it is a standalone story in a separate universe from the first three installments so you don't have to worry if you haven't played another game in the franchise before. This time we take the role of a boy with green hair that due to certain events is forced to leave on an odyssey that will take him to meet a noble knight of a distant kingdom, a princess with a lot of courage and momentum and his two faithful guards. A very nice middle-aged gentleman who is a merchant and two twin sisters who seek to avenge their father. They all unite to defeat a greater evil, Psaro, who plans to re-discover the secret of evolution to take revenge against humans.

Yes, the characters I described before are the same ones that starred in the previous chapters, and it's great how they keep their level and items when they join your party in the final chapter, and thanks to the fact that this remake aims to update Dragon Quest IV to put it on par with the seventh installment, we have the party chat that adds much more depth to each character and is a very fun addition because of the types of dialogues you can find while talking to randoms NPCs and makes it even cooler to have these 7 charismatic characters in your party. Yes, maybe this game lacks the customization and class switching that Dragon Quest III gave, but in my opinion, having 8 characters that are distinct from each other and that you can switch between at almost any time is much better and more fun. If you're on the overworld map, you can switch between party members even in the middle of battle and everyone will gain experience even if they didn't participate in the battle, and there are even some dungeons where this is also allowed, which increases the possibilities for strategy and versatility in combat.

One of my favorite moments in the game is when you unite the whole party and the main theme changes. Up to that point each character had their own overworld theme, and I just find it super cool that there is a theme for all the characters together, when Wagon Wheel March plays it's just epic it fills you with power and determination, there is no moment like this in the whole series. And it's strange, but even though the first hours you already saw most of the world, when you get the ship the game manages to make you feel that you still have a lot to discover and the game leaves the linearity aside to give you the freedom to choose at your own choice and pace the order in which you want to explore the world.

At the beginning of the review I mentioned that this game improved exploration over the previous installments in compensation for the more linear structure, so I'll expand on that. For starters, the simple and small, but significant addition of the mini-medals changed the way we see the pots, barrels and closets, as inspecting these objects can always reveal a mini-medal. The great thing about these is that every time you get a certain amount, you will be rewarded with special items that you could not find in common places or stores, such as a sword that regenerates your life when you attack or pieces of extremely strong armor. The mini medals became iconic within the series and became a must-have for every subsequent game. Another thing that was improved were the dialogues of the NPCs, as they are now more fun to read. The villagers also create and spread rumors, you read them and that's what sparks your curiosity and encourages you to explore the world to find out if the things they talk about are really true, and the best thing about this game is that it hides very interesting secrets all over the world, like the sands of time, which allow you to restart battles if you use them as an object in battle, which is extremely useful in occasions where you are losing or when you find metal slimes, or the Liquid metal sword, which is a super strong sword that you can also find by exploring normally, and that's what I like about this game, that the rewards for exploring are really significant and are not limited to potions or ethers which is usually the only thing that dungeons hide in this kind of games. In the review of DQIII I talked about how your curiosity will always be rewarded and in this game that is taken up again and improved to make exploring more entertaining.

In this game we must also make a search for "magic items", but unlike the previous installments where it was just collecting items and these had no utility beyond allowing you to advance in the story, in Dragon Quest IV we have to collect the pieces of the armor of Zenithia, which feels much more rewarding and more interesting, because getting them not only makes you advance in the story, but also makes our main character stronger by giving him exclusive characteristics, such as the Zenithian Helm that increases immunity to paralysis and sleep, or the Zenithian Sword that when used as an object in battle activates the ability to take away the enemies' status upgrades and plays a fundamental role in the final battle. And overall, rather than feeling like a collection of towns and kingdoms, everything in the world of Dragon Quest IV feels more "alive" and connected, which was strange to see in older games and is something I really like about this particular game. Another factor that helps a lot is that although the game does not tell you where to go, the world and its secrets are designed in such a way that a guide is not necessary at any time to complete the game, which for me is a great improvement over the first games.

The graphic style is taken from DQVII, although a little more polished, and even though it's not the best of PS1, it's definitely one of my favorites for combining 2D pixel art sprites with 3D environments and giving you the possibility to rotate the camera.. As for the OST of this game, I can only say that it is exceptional and is one of my favorites. I think it was in this game that Koichi Sugiyama finally managed to compose even better songs. In general terms, I think this game doesn't have a single bad song, I know that here my personal taste comes into play a lot, but the songs in this game are very good. Without a doubt one of my favorite themes is the ship theme... I simply adore it and it touches my soul every time I listen to it. The town theme is simple, cheerful and always puts me in a good mood, it's also very catchy that I've even heard my parents and brother whistling it from time to time haha. The credits theme always touches my heart and makes me miss all those adventures I lived with this game, the first time I heard it made me feel melancholy certainly... And to tell the truth I could be much longer talking about the music, but that's not the point of the review.

This is simply a magnificent remake, it expands the soundtrack, improves the graphics, adds quality of life improvements like the bag, adds post-game with additional content and an alternate ending that resolves some loose ends and makes the ending happier (although personally I prefer the original ending), adds the party chat and changes that in chapter 5 you can control all the characters, unlike the original version where all except for the hero were controlled by an AI. Heartbeat really put a lot of dedication to the Dragon Quest games they developed and I guess it was such a case that they ended up burnt out and closed the company after the release of this game even though these games were a success in sales. A pity, because after Dragon Quest III for SFC and Dragon Quest IV for PS1 there were no more remakes that had so much attention to detail and that were released on home consoles (with the exception of the PS2 remake of Dragon Quest V, which is also excellent and made with a lot of dedication.).

Conclusion
And what else is left to say? It's one of the games I enjoy the most, it has a very good story with an interesting (if a bit tragic) protagonist and villain, an OST that I can't get out of my head because of how excellent it is, and frankly it's also one of my all-time favorites. It's simply a game that resonates with me a lot and is the first one that comes to mind when it comes to recommending a game in this series.

Undoubtedly its greatness is due to Dragon Quest III, even so, it is a game that manages to be extraordinary by its own merit thanks to the evolutions that it presented, which improved the way in which these games were designed. Dragon Quest III shaped the classic Dragon Quest formula, but it was Dragon Quest IV that perfected it.

Additional comment related to the review:
I hope that someday this game will get a translation patch by fans or a new remake, because the DS version has cut the party chat, and the only full version is the mobile one, but playing on mobile doesn't appeal to me. Even with everything, it was worth playing this game in Japanese, I think it became my favorite version of the game, although I do not recommend it.


← Dragon Quest III: The Seeds of Salvation - Review
→ Dragon Quest V: Hand of the Heavenly Bride - Review

My favorite version of Dragon Quest I and II. I like it a lot as it updates these two games using the DQV engine for SFC, it also balances and modernizes them a bit, but I think it's mostly because I really like the feeling of playing a good Super Nintendo game :) Be that as it may, I'd like to talk about these 2 games in depth, so this time I'll do a double review.

- Dragon Quest -
The birth of a legendary franchise. The first Dragon Quest, certainly is a memorable game and an enjoyable experience, but it is also a very archaic and rudimentary game.

In this game we only control one character in the entire adventure, which results in rather simplistic and a bit boring combat to be perfectly honest, however, the magic of the first Dragon Quest lies not in its combat, but in its great little sense of adventure and its interesting world full of mysteries.

We start the adventure with a single simple mission; defeat the evil Dragonlord, and that is the only clear objective we are given at the beginning, as the game invites us to be ourselves the ones to explore and discover more of its world. The first time I played this game, something as simple and as ambiguous as that was just what I needed, and I'm not exaggerating. I came with the idea that RPGs were just about following a relatively linear story and learning complex systems that at some point had to get good and interesting, and that to me sounded like a pretty long process, and more considering how slow RPGs are (ironically nowadays I think the opposite and I recognize that it was a very closed view, but I still think that giving freedom to the player is something important).

So playing this game I was quite intrigued and pleased to explore the world, without having a really clear and established path, having that freedom was really important, I loved getting lost in the world and discovering it on my own. Something important about Dragon Quest's design is that losing a battle doesn't mean game over, but the game will always give you a second chance, you will keep the whole experience and the only real penalty of a defeat is losing half of your money. A deal that I consider more than fair, as it meant to me that I could make a mistake without fear of wasting my time, and compared to other games of the time, these on the other hand would return you to the last save point or directly to the beginning of the game erasing all your progress.

Exploring the world, every time I met an NPC and they would tell me a hint or a tip, I remember to write it down in a notebook so I wouldn't forget it. I even drew some of the dungeon maps that were there because in this game the caves are kind of confusing and have no light, so making something to help orient you is very helpful. I really liked this as it somehow added to that sense of mystery and adventure, and most of all immersion. Eventually I had to consult a guide as there are items you get with clues that are very ambiguous, like the mark of erdrick. But still, I think what an average player can discover on his own is considerable, unlike games like Zelda 1 and 2 or Castlevania 2, where a guide is more necessary.

The music by Koichi Sugiyama is decent, but nothing out of the ordinary, I have to say that the battle theme doesn't appeal to me and it's something you'll hear very often. However, it was here that one of the most legendary and iconic themes in the world of video games was born and a personal favorite that whenever I listen to it transports me to a world full of fantasy and adventure.

Conclusion
The game that started it all, with a rather humble proposal even for its time, but that was a great success in the history of video games to simplify the hitherto very complex RPG and be the first of its kind to be in a home console. I'm not exaggerating when I say that up until then Famicom and NES games had barely any text and story within the game, but DQ was the first to offer such an amount of text and personality through it.


- Dragon Quest II -
Dragon Quest II is an open world RPG that was a giant step forward in terms of everything for the series. Although the game has some problems, on the other hand, it is what I consider to be the true first JRPG in form and the "blueprint" that all JRPGs at the time would try to emulate.

But well, let's start from the beginning. The story is still almost as simple as in the previous game, but at least in this game we already have an introductory cinematic that gives us more motivation to stop the villain, still, that and meeting the other heroes are the only major events that happen in the whole game, so don't expect much in that sense.

Once again, what captivates me and what I love about this game is its large world to explore and the sense of adventure it generates. I really like how the world is gigantic and so open from the start and you can traverse a lot of it in any order you want once you get the ship. It really is a great expansion and improvement on the first title, and the large world to explore gives you a great sense of adventure, and exploring by ship is just enjoyable. One aspect that I really like is how every time you get a different key many previously inaccessible paths open up, it makes many places that at first seemed unimportant get a new meaning, often being like a kind of reward for the player for remembering those places and staying curious. There are many things that you can discover on your own, however, there are a lot of other things that are achieved in very specific ways that with the ambiguous clues given by the NPCs will not be enough to deduce it, so you will need a guide at certain points.

The combats follow the same bases of the previous installment, but it evolves and becomes really interesting by introducing for the first time a party! That will consist of a warrior and 2 mages, which greatly improves the combat system compared to the previous DQ. However, another big flaw that Dragon Quest II has is how frustrating it can feel because of how unbalanced it can be sometimes, because now the enemies also come in groups and some have annoying attacks, and many times the groups are big, but the main reason is that only our hero can equip himself with good weaponry, while the two mages will have to make do with barely decent equipment, or the fact that getting items that recover MP is very difficult. Although to be honest, it's not as terrible as people paint it. I highly recommend withdrawing from the dungeons when you run out of MP or feel that you are not going to overcome it, I also recommend in combat to use more the "Defense" command and spells that alter states to make the battles more manageable, as I feel that only the final dungeons of the game are the difficult part of this and those that will require grinding.

The first DQ had nice tunes, I would say barely decent, but this is where I think I fell in love with DQ's music. Although the amount of songs is few, they complement the game very well and give it a certain charm, I especially like the town theme, the first overworld theme and the credits theme. The credits theme is without a doubt still to this day one of my favorite (if not my favorite) ending songs in video games.

Conclusion
This game already feels more like a proper JRPG, whereas the first DQ felt like a failed attempt at that as far as the combat system is concerned. The world is vastly larger and more entertaining to explore, the music is of outstanding quality, the combat is much more interesting and the variety of monsters is vastly expanded. The difficulty and how ambiguous it can be are pretty notable flaws, but I'm sure no one here plays NES games without a guide, so that's more a characteristic of all adventure games of the era rather than being a unique flaw of DQII.

It's often looked down upon because people think that after the first DQ, the obvious and direct evolution would be a game like the first Final Fantasy or Dragon Quest III, but I think people forget that those two games are just Dragon Quest II, but refined, as the game that really cemented and laid most of the groundwork for the JRPG genre and all future titles in the series (and even Final Fantasy), is this one.


Double Conclusion
This was my "official" entry playing the Dragon Quest franchise, and that time I played these games years ago, my interest in Dragon Quest became very strong, and I'm glad I stayed there to have discovered DQ in full and see its evolution from its roots, I think it's something that was extremely worthwhile.

Yeah, maybe they are bad games nowadays, that's why I gave them such a low rating, but for me they are great games and true classics, that if it were up to me, I would rate them a 9/10.

Through the simplest and most primitive, the charm and simplicity of the early Dragon Quests brought back my interest in RPGs, and that's something I'll always remember and is the reason I'm grateful for these two titles. Undoubtedly important games that contributed significantly in making me the player I am today.

→ Dragon Quest III: The Seeds of Salvation - Review

Uma coisa que sempre tive interesse era em me aprofundar mais em jogos de ação, especialmente em sua estrutura e sistema de combate, e sinto que Ninja Gaiden foi a escolha perfeita para isso. É um jogo que faz o básico com perfeição, cada encontro exige um uso inteligente de seu kit e são preenchidos por micro-decisões interessantes de se fazer durante a gameplay, desde o uso de outros inimigos a seu favor, pela administração do sistema de essência, até aproveitar dos iframes, que boa parte do jogo vão ser seu maior recurso defensivo, já que os inimigos são ágeis e agarram o Ryu constantemente. Além disso, o jogo é bem conciso e bem cadenciado e que consegue mesclar muito bem sua parte aventura com sua parte ação - até certo ponto. Ironicamente por mais que o jogo tenha uma base muito sólida e se segure muito bem boa parte do tempo, quando ele decai, a queda é abismal, ele nunca fica no medíocre; ou é muito bom, ou é muito ruim. Sério, tem partes nesse jogo que são insuportáveis, são corredores com alguns dos piores inimigos que já vi em um videogame e que parecem que vão ativamente contra todos os sistemas do jogo, além das próprias boss fights, que por mais que sejam boas no começo, quase todas as outras são péssimas e são quase uma antítese ao design dos inimigos comuns do jogo. Mesmo assim, o brilho do jogo não é apagado por isso, e continua sendo uma experiência extremamente gratificante e memorável, já que mesmo em seus piores momentos, ainda há algo a se extrair daquilo, e traz uma perspectiva interessante sobre os próprios sistemas do jogo.

Voivod is my favorite band ever. While their whole discography is awash with greatness, the run of 1987's Killing Technology, 1988's Dimension Hatross, and 1989's Nothingface is unreal. The band took its otherworldly cold-metal dystopian phantasmagoria vision, spearheaded by guitarist Piggy's signature bizarre dissonant riffs, and channeled it through 3 masterpiece albums that each feel distinct yet interconnected, breaking new ground with a deftness that makes it seem trodden a thousand times before.

When thinking about Hellsinker, I am struck with the same sense of awe. Hellsinker, impossibly, manages to be both wildly experimental and meticulously refined, bursting with new ideas yet grounded in strong fundamentals. Made by a single person over years of hard work, but that's the cost: something of this nature can only exist in a compact idea-space, and an individual's mind is the most compact of all.

I hesitate to talk about the mechanics too much, because the process of discovery is so core to the game's soul, but I'll mention a couple as both a cross-section and to entice you.

One of the game's main mechanics is the suppression field, a small aura that appears when you aren't using your main shot and slows down nearby bullets. In contrast to rounded bullets though, pointy-looking bullets are slowed down less, or not at all. And an interesting and deadly emergent property is how slowing bullets causes them to clump up together, suddenly denying you space and breaking a pattern's natural symmetry. Hellsinker takes these as an opportunity to construct frenetic patterns of push-and-pull between player offense, space control, and dodging, and flicks them on and off with whiplash pacing.

Like many shmups, some enemies will be blocked from firing if you are close enough. But unlike almost all other shmups, touching an enemy won't kill you, but instead bounce you away erratically. These two factors, combined with most characters having some sort of melee ability, make Hellsinker one of the most aggressive shmups I've ever played. Like when locking-on in Crimzon Clover, knowing when to get up in somebody's face vs. when to back off is a critical skill. But instead of the calculating sound of "click-click-click," it's a rusty knife rushdown, standing in stark contrast to the game's alien aesthetic and evoking the same electrifying chemical reaction between cold metal and fiery aggression that Voivod harnesses in their music.

Once again, music comes to mind. Music, especially instrument-driven music, is actually quite an abstract medium, since it doesn't rely on traditional storytelling/narrative. Instead, it excels at creating complex mixes and flows of feelings by interfacing with the subconscious. Much like the lyrics of many songs, the literal meaning of Hellsinker's story isn't important. The connotations and the delivery are the substance, mingling with the cold blues and lonely techno-religious environments. The synth trance is deliberately synced with the events of the stages, a la fellow doujin work Touhou. The crunch of quasi-gunfire-on-metal and gauges narrated by artificial voices calls to mind both shmup monolith Ikaruga and Cynic's tech-death classic Focus.

Hellsinker is notorious for being offputting to newcomers, as this review humorously illustrates, but in a certain sense that's simply another piece in the whole. The many esoteric mechanics, the dreamlike storytelling, even the bizarrely in-character manual, all of it loops back into each other and contributes to the complex feelings of alienation, exhilaration, melancholy, and awe that is Hellsinker. But don't take my word for it, take the dev's:

"I don’t really consider story, setting, characters, and music as something standing apart from “game design” per se. Even if one of those elements is excellent, it’s more about the holistic, overall vision I’m trying to present, and in that sense, all those elements are just one part of the whole (on the other hand, provided it doesn’t feel like something is lacking, not everything has to be “perfect” for me). Ultimately one is creating a single cohesive experience, and I think it should be conceived that way from the outset." - Tonnor in a 2019 interview

In a certain sense, I consider this to be the highest calling of the medium: aesthetics and mechanics unified as one, without sacrificing either. This describes many of the canonical classics of course, but works that flower like this from an alien core, such as Hellsinker and Voivod's albums, are often doomed to the fringes, for that's the only place they can be born. Yet their flames burn, silently but ferociously, waiting to entrance the next unsuspecting passerby who gazes too deeply inside.

An utter masterwork.

We just need an indie made by a finnish studio to renew our love for video games

O que meu pau tava duro no TLB não pode ser expresso em palavras

Scarier than any "horror" game ever made.

FromSoftware, dificuldade? Nunca jogou um NGB...

Bom pra porra, é o que eu mais joguei de todos os Ninja Gaiden, dos que eu joguei, esse certamente tem a melhor combinação de combate + design geral + bosses + trilha sonora + enredo

Basicamente o Cyberpunk 2077 que "deu certo". Masterpiece.

THIEF + METAL GEAR SOLID + SEXO SELVAGEM 3 DA MADRUGADA = UM CLÁSSICO

This review contains spoilers

This review is for the original Famicom release and doesn't take into account the improvements made in its remake, Kyuuyaku Megami Tensei. Length Warning.

Digital Devil Story: Megami Tensei 2 is a phenomenal game. I don't even know where to start, tbh.

I finished Digital Devil Story: Megami Tensei 1 right before in preparation for DDSMT2 once the English translation for the NES version of the game was finally released. While DDSMT1 is generally viewed by fans pretty negatively, it fills a niche that is perfect for a masochistic boomer like me to enjoy. However, it's easy to see why so many megaten fans, even diehards, dropped or ignored the game altogether. Because of its brutality, its mechanical simplicity, its often cryptic means of progression, its grindiness, its poor combat balancing especially in the endgame…You get the idea. I wouldn't fault anyone for disliking DDSMT1 outright. It clicked for me quickly for several reasons: its ambition, its absurd but still intensely satisfying challenge rivaling (and topping, imo) that of the infamous Dragon Warrior II, its banging soundtrack, and especially its weird ass design choices. Whether it be the nonlinear entry-and-exit approach to dungeons, the boss-integrated puzzles, or its interconnected map structure which includes a literal FLYING CITY of a dungeon which after conquering you can then fly to different locations... Yeah, DDSMT1 did some shit that I still have not seen replicated to this day. 36 years later. And so, despite its shortcomings, the first game Is exactly the type of game I can get a ton of mileage and enjoyment out of. Even if those glaring issues make for a very rough package overall. I'd give it like an 8/10 probably. It's fucking great.

DDSMT2 however, is an entirely different beast. DDSMT1 was a (rough) adaptation of an 80's sci-fi novel trilogy of the same name. Therefore, DDSMT2 was the first game where the team was given free reign over the project creatively. Combine that fact with their prime position to refine and iterate on the ambitious and groundbreaking foundation set by its predecessor DDSMT1, and you get one hell of a followup; a followup that capitalizes on the potential of DDSMT1 and so much more.

DDSMT2 is, for my money, second to none as one of the most impressive and memorable entries in all of the Megami Tensei franchise. It’s well worth checking out even for those who found DDSMT1 too rough or unpalatable to truly enjoy. This is the game where MegaTen truly comes into its own, and in many ways, sets a REAL foundation for the even greater follow ups- Shin Megami Tensei and Shin Megami Tensei II.

I'd likely consider DDSMT2 the single most ambitious game in the entire NES library. It's a massive, 60+ hour journey that brings the duology to well over 100 hours long in total. It boasts a sprawling narrative with not just one, but TWO giant open worlds to explore in a pseudo-nonlinear fashion. There are multiple story paths, red herrings and misdirections starting from the very first hours of the game, callbacks, references, twists and turns, and distinct endings formed around the player’s level of engagement with the world and dialogue choices made throughout the game.

The game has a surprisingly dynamic sense of atmosphere across its two worlds- with the tone ranging from (in typical megaten fashion) bleak and gritty to fantastical and adventurous, from outright horrific to doofy and charming, and from industrial and dystopian to ethereal and demonic. While not something later entries don't also accomplish, it's worth noting that DDSMT2 was the first game to nail that huge tonal range that I'd consider one of the biggest draws of the MegaTen franchise. It’s one of the main characteristics which sets it apart from most other JRPG franchises.

Demon fusion was already a groundbreaking innovation in the original game, and the mechanic is only iterated upon further in this sequel. It has much-improved binary AND new trinary demon fusion mechanics, elemental slime infusion, and a massive cast of demons that I could easily see spanning over 200 total. During the post-credits sequence where you can see the stats and designs of every single demon, I personally counted well over 40 demons I not only didn't recruit, but didn't even SEE one time over the course of the game. It's pretty nuts to see the sheer quantity of uniquely and intricately designed demons, complete with unique (albeit limited) animation and unique skillsets which coincide with their appearances/designs, and in some instances, even mythological backgrounds.

It really should be reiterated that the amount of substanative quantity packed into DDSMT2, not even taking its already impressive design quality into account, is baffling. Despite my best efforts to explore every nook and cranny of the games’ worlds, I still missed out on encountering so many unique demons, battles, and events along the way. I understand that it may be a frustrating prospect for some players. But for me personally, it only serves to impress me more that such a fundamentally ambitious game is still bursting at the seams with content. Even beyond the main path, there is so much to see that, without a ludicrously detailed guide dictating all of your movements and decisions, you won't ever see everything it has to offer. Keep in mind this is an NES game we're talking about. Y'know, that system with limitations so stringent that developers often struggled to find ways to stretch their games into an experience with enough longevity to warrant their high price tags.

DDSMT2 also features greatly improved demon negotiation with both unique demon dialogue and unique negotiation circumstances- including six different actions for approaching each individual negotiation. After the initial demon encounter, you can mix-and-match as few or as many of these six actions as you like in order to raise affection points before initiating the recruitment of said demon. It's a system that, while not as complex or intuitive as it COULD be if iterated on in future games, was still a massive step up from DDSMT1’s system.

Also, I just gotta say, this is quite possibly my favorite approach to demon negotiation of any game in all of MegaTen. I really dig how the demons leave it up to YOU to decide how much you want to interact with them before the bargaining begins- as you have to choose WHEN to initiate that bargaining yourself. It creates an interesting risk/reward system where, if you successfully charm the demon with one extra action, you're more likely to get them to ask for fewer gifts in order to join. However, if the demon responds coldly, you cause the demon to lose affection points- making recruitment more difficult and costly, inciting them to get hostile, and even run away occasionally.

This results in an interesting tactical dynamic in the endgame especially since random encounters later on become more frequent and hit much harder. Early on in the game, demons running away during negotiation seemed like just a frustrating nuisance when you’re trying to get a very specific demon to join you. Yet in the latter half of the game, demons running away could often be a saving grace when traversing the endgame labyrinths to end encounters quickly as a means to progress WITHOUT depleting your resources. Put simply, the negotiation in DDSMT2 plays a large part in the massive leap forward in strategic depth from its predecessor. Whereas previously negotiation felt rather distinct and removed from the combat portion of the game itself, the two mechanics feel much more harmoniously integrated this time around.

The game isn't perfect by any means, though I have surprisingly little in the way of complaints. A lot of the complaints I have are more frustrations than anything else, given that I was stubborn about not using save-states within dungeons so as not to break the intended difficulty or anything like that. Multitarget instakill spells fly all over the place in the second half, which lead to some brutal moments of wiping out near the end of long ass dungeons. The dungeon layouts themselves can often lead to hair-pulling frustration since there is no fully detailed minimap (though this was addressed in the Kyuuyaku remake, thankfully). Also, the only map you DO get through the “Mappa” spell (which yes, still costs MP… smh) is still a brutally small 3x5 grid. It's also completely unmarked, meaning it's up to you to remember where stairs, warp pads, pitfalls, shops, and well, literally anything else, are located.

One other nagging issue I did find myself pretty bummed about throughout the game was the lack of item description and equipment statistics. The game provides much more variety for character equipping- you now have separate slots for a gun, a sword, a helmet, a suit of armor, leggings, boots, and two different types of accessories (again divided by male/female armor like in DDSMT1). However, at no point in the game do you get the ability to see HOW these weapons and armor actually impact your overall stats. There is the exception of certain armor providing passive stat boosts (ie to Vitality, Wisdom, Attack, etc) which show up on the stat screen as red pegs instead of blue, but that's it. The only way I found to kinda-sorta gauge the effectiveness of weapons and armor is to see how much they sell for in the shops. If they offer you more, then chances are it's more useful.

Lastly, the game CAN have moments of being fairly cryptic, but nothing as utterly insane and unfair as the Izanami mask scene from DDSMT1. If you fully take in the world and talk to all the NPCs while exploring every area thoroughly (as you should, since it's one of the game's strong suits), you're given straightforward hints and directions for pretty much every required piece of progression in the game. If you play without relying on a walkthrough, there are definitely moments where trial and error takes over for an hour or two, and you'll experience more than your fair share of wandering around the world looking for a nugget of info to get you into the next section of the game. But for the most part, the game plays pretty logically and just requires you to pay attention and think critically at certain pivotal points.

To get into some smaller miscellaneous points, DDSMT2 has a GOD TIER soundtrack. Tons more variety than its predecessor and some of my favorite tracks in the series. The synth from the main battle theme “Death Match” never once got old, and the unsettling progression over the Demon World’s overworld theme “Hallucination” gives me chills just thinking about it. I’m not sure if it beats out SMT1’s “Ruins” for my favorite MegaTen overworld theme but it’s damn close. It’s hard to believe some of these tracks were doable on the Famicom soundboard- particularly the final boss track “OMEGA” which is as long and epic as the YHVH encounter deserves- and has some absolutely crazy synthesizer melodies to boot.

The game also boasts fantastic sprite work both for the demons and the various boss backgrounds- my favorite of which was definitely the Leonard boss in Ueno. The juxtaposition between the horrific demonic entity and naked human cult members worshiping it in the background brought back memories of Berserk’s Conviction arc. There are some legendary first-time boss encounters for series staple enemies- Lucifer, Satan, and YHVH being the most obvious. But the game has dozens of aesthetically great boss fights throughout.

There are surprisingly memorable story moments in DDSMT2 for an NES game. One of which immediately comes to mind is the red-herring misdirection of the game containing an overhead-style remake of DDSMT1- which is revealed to simply be a computer game WITHIN the post-apocalypse of DDSMT2’s world. But there are plenty of moments that have this level of impact: Hideto getting his arm cut off and having to desperately escape a huge dungeon while actively bleeding out. Getting a cybernetic attachment to replace it. The demon children sidequests. The misdirection of Senda and Rosanna’s story roles. Turning Bael into a frog and it ACTUALLY having huge story ramifications later on. Discovering the Demon World by circling the Hachiko statue. Finding Izanami’s decaying body in the basement of Bael’s castle and bringing her back to life before tackling the endgame. The satisfaction of using weak, random ass demons to progress through certain endgame areas (Undine and Gnome) including finding a powerful knight frozen in a block of ice and bringing him along with you. And of course, a gorey decaying head chilling on a table telling you nonchalantly that the leader of the opposing military faction is actually Satan himself. Y’know, just normal MegaTen things.

The game has great attention to detail and NPC dialogue across the world that changes as the game progresses. A great example of this would be Senda’s girlfriend. She first appears in the shelter where the game starts proper, and at first it seems like a bit of an afterthought and/or a small detail for the sake of it. But if you return to that room where she is if Senda has a status ailment or is dead, her dialogue changes accordingly and she will freak out- something that really caught me off guard when I went and checked just for the hell of it. She even has a bit of story relevance and helps you out later on in the game. I think what got to me most of all was checking back on her at the very end of the game, as despite the fact that Senda’s twisted and tragic path already led to his death, she clings to hope that he’ll still come back to her. While this is one of the stronger examples, dialogue changes regularly in the game’s major locations as you move through the various plot points. Again, for an NES game, this level of detail in the narrative is extremely impressive.

Lastly, the game has a super hype endgame that really sells the sense of progression as you feel yourself get exponentially more powerful as the final goal quickly approaches. Getting Baal and especially a level 100 Lucifer to join your party were INCREDIBLE rewards for trekking through the brutal and deflating endgame dungeons up to Beelzebub’s lair and Lucifer’s Castle. Lucifer’s Sword was also a blast to use because of how stupidly powerful it was, getting up to 8x attacks in a row PLUS criticals felt so good to unleash hell on some of the most powerful and iconic enemies in the series.

In short, this game rips. Hard. It feels incredibly ahead of its time and the mechanical prowess it shows in combat, fusion, and negotiation set it apart from every other 8-bit JRPG I've played. The way it pushes the series forward and jumpstarts the evolution of the Megami Tensei franchise is nothing short of brilliant. Shin Megami Tensei II in particular feels VERY similar to DDSMT2 in terms of its narrative scope and world, albeit that game is much more refined and with stronger character writing and worldbuilding. But I think I've made a decent enough argument as to why this game is such a marvel for the time it was released and still fantastic to play over 30 years later. I’m not sure I’d give it the straight up 10/10 despite how much I adored this game, since I do think SMTII feels like this game but done even better for the most part. Though DDSMT2 certainly has its own appeal and strengths over the more plot-heavy SMT2. But the game does so much right that it’s a no brainer 9/10 for me. Overall, Digital Devil Story: Megami Tensei 2 is a massive step-forward from the already solid DDSMT1 by improving the formula in many ways while continuing to excel even more in others- and sets the stage for the entire rest of the massive and legendary Megami Tensei franchise to follow.

Danganronpa 2 is a step up from the original in basically every way that matters. The cast is more colorful and memorable, the soundtrack has a lot more tracks and they're all good, the presentation is off-the-charts stylish, the trials go in so many more crazy directions that you'd never be able to predict, and the ending is really excellent.

Very few sequels take the MGS2 approach of dissecting what made the first game work while using that as a springboard to deliver its own themes. This approach is fucking incredible and more sequels should do it. You might view it as a retread of the original, but having the author come back to their previous work with a new perspective and filtering it through a new theme is something I would love to see more of in the industry.

I'm also a sucker for tropical settings so this could be a beat for beat ripoff of Ace Attorney 2 and I'd still give it high marks.