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Dtown completed Shin Megami Tensei V: Vengeance
Reembarking on the journey through the original Shin Megami Tensei V, I found the character's to be unmemorable, unmotivated, uninteresting, and unequivocally dogshit. I played through the original game 2 times, and not once did a single character's name become etched into my mind. This is Shin Megami Tensei we're talking about, I could name over 100 demons just by looking at them. I remember running into a vampire demon and immediately identifying him as Kudlak, so this is inexcusable from Shin Megami Tensei V's standpoint. It was with this version though, that ATLUS seeks to come back with a Vengeance. b-because it's called Shin Megami Tensei V: Vengeance.

Let's just say that Vengeance makes due on the qualms I had with the original game. Tao, Yoko, Dazai, Jacob, and Luke, are just barely scratching by with their memorability this time. They have proper motivations, and hit you with the titular dialogue of ideology that continuously get rehashed with each game, and characters actually converse with one another. Its sparse but consistent. I won't elaborate on too much, so just know that the writing is better, but the bar was very low with this game. The whole Qadistu are basically Zero's sisters, with the exception of Four (the character). Do with this information what you will. I didn't want to mention Drakengard in this review (I'll try to do better in the future), but I really can't not mention the fact that people are out here being turned into salt.

Now let's talk about Shin Megami Tensei V: Vengeance as a video game. Absolute fucking banger. This is by far the best turn-based combat game ever produced. ATLUS has always exceeded at player agency and empowerment when it came to their gameplay. Knocking all the enemies down and performing an all out attack, creating a team composition that makes every aspect of a boss obsolete. Even with these ideas in mind, SMT V:V manages to create a strong middle-ground that is genuinely thought-provoking at every turn, giving the player proper incentives that make them want to play better and hit harder. This was true even in the original version of SMTV, and was made abundantly clear to the player when they are presented with the game's first boss, wherein, they were more than likely forced to use a Mermaid in order to defeat it. Mermaid is weak to fire, the bosses magic attack of choice, which forces the player to use dampener's or guard, as no other alternative other than overcompensating with grinding can over come this challenge.

Likewise, I praised Shin Megami Tensei V for its level design above all else. If there's one thing I haven't gotten tired of in my now 3 times playing this game, it's actually playing the fucking game. This is deeply impressive coming from an RPG. Most RPG's lack that replay value, and rely on a strong story to be engaging enough for a replay. I never get tired of exploring the sand-ridden city of Minato where every sand hill is just another attempt at obfuscating the environment, always leaving you peeking over and around corners to see what's ahead, and is designed in such a natural way to where you never feel like you're looking at a wall. The dilapidated Shinagawa, has fallen into disrepair yet remains lively with demon's populating every crevice, with a fairy village off to the west that hopes to usher in a new age of nature and life into the landscape. The new area, Shinjuku, always seems to expand in size yet never feels overwhelming. The tasteful enemy placement and complexity of Kabukicho made for an experience I'd gladly play again, knowing I'm not following the same linear and uninspired path that most games tend to falter with. Navigating the landscapes of Shin Megami Tensei V never feel's like a chore. There's a strong sense of verticality (scaling buildings to get a good view, sliding down a nice slide and/or hill), the game never sabotages its momentum, only punishing you if you run carelessly into an enemy and get fucked, so you're always on your toes, making it all the more satisfying when you make it to the end.

A similar thing can be said for the demon's. The original game led me into a rhythm of 3 demon's: Yoshitsune, Idun, and Alice. Literally an unstoppable team that never fails. My 2nd playthrough let me fuse an Alice that had +20 magic when fused due to an essence skill that gives exp and stat boosts to demon's when fusing. With Vengeance, however, I know I can't defeat the cock in a wheelbarrow if I have Yoshitsune, because Yoshitsune has physical skills. Even still, I keep the team as my focus because Shin Megami Tensei V just loves encouraging you to be creative and unique with your own team composition. There's truly nothing more satisfying in Megami Tensei games than having a demon you like. I was really worried about the balancing, because I noticed that Persona 3 Reload had homo-demons (everyone was using Siegfried), but the game chose to be easier on hard difficulty by minimizing grinding to the bare minimum in favor of pure strategy.

Lastly, I've already spoken praise about the art direction of the landscapes you roam, but the enemy designs are something to complain about. Doi doesn't design demons, he's just drawing women. When there are 2 female demon's that have unique skills exclusively built around sexualization, while Jack Frost remains assless and unviable, I begin throwing sharp objects at children playing at the park. The death of these children are on Doi's hands. The sexuality is fine. Being in a post-apocalyptic world ran by demons, I'm not exactly expecting puritanism to thrive here--fucking obviously. Hearing moans in the background of SMT IV's Tarvern theme, the Magatsuhi is obviously represented as some form of ecstasy akin to sexual pleasure that Demon's love to absorb, the sexuality is core to the atomsphere, but what Doi's doing here is just pure self-indulgent sexualization. Naamah is literally Five from Drakengard 3, which makes 2 nickels in my pockets for the amount of times a Japanese man has made a sexually promiscuous blonde haired white woman. Will update if more are made.

5 days ago


Dtown followed pliskinpng

6 days ago




Dtown reviewed NieR RepliCant
Haha, it's called NieR: Repli"C"ant because the Replicant's can't, y'know. Good one Yoko Taro.

10 days ago


10 days ago


Dtown completed Resident Evil 2
Resident Evil 2 is an interesting game because I don't find it particularly scary, but I do think it's a pretty good game. The puzzles have more linear solutions, as they're placed in more isolated locations, and the tools used for solving them are simple associations. Gears with gears, use the valve with valve-shaped holes. Most of the time, I was accidentally solving puzzles before the game was properly introducing me to them, and there's so little complexity here, that you play guesswork most of the time. For example: If you hand me a puzzle that says to press 1 2 and 3 in a specific order, I always start with the most unconventional order, because it's not a puzzle if the answer is 123. It's 312 instead. Of course, if there's a number pad, I just look for the note and enter it. I liked the one puzzle where the game halts your progression unless you risk taking health (every time mind you) or use the shotgun to blast the room of zombies (the actual solution). It's very unconventional, since you don't associate puzzle-solving with shooting guns, and the game would've been more interesting if it incorporated more of that. The writing is bad, this is par for the course even though it's the 2nd game. There's some decent notes though, giving context to certain individuals who effected by the virus breakout. The highlight of this game for me is the level design and how they introduce the enemies. The Licker walking past the window, running through a hallway of crows. Balancing is pretty strict. You get a copious amount of Shotgun ammo as Leon, but you'll still be punished if you use it too regularly. Drop the pistol when you get your first round of Magnum ammo. If you pretend Mr. X is in this game, you might actually hesitate more than you should.
Sorry I'm not getting across how bad the writing is. Leon and Claire were upset that they were split up in the opening of the game. Why did they split up again after reuniting again-- whatever. I don't care. Good game.

"The desk is disorganized and untidy. It probably reflects the owner's personality."
This is the funniest flavor text I've ever read. "Hello I'm flavor text, and I am doing my job correctly, thank you for asking."

10 days ago


Dtown commented on RedBackLoggd's review of The Last of Us Part II
@RedBackLoggd I have no idea why, but Backloggd locked comments on my review, so I'll reply to your comment here, in hopes that they don't lock comments here as well.

RE: Unfortunately, I'm still confused as to what you're referring to? Are you saying they should've changed her shooting Tommy in the head, or changed the way Tommy found out her exact location?

Since I was on the remaster of the game specifically, I harp on this very specific flaw, because it's such a goofy and dumb slip-up, and the remaster makes no attempt to fix this issue. Ideally, you just, don't have Tommy get shot in the head here. To clarify, the game doesn't actually have a reason for Ellie to go after Abby again once she is living on the farm. The point of having Tommy show up with information regarding Abby's whereabouts is to give her a reason to go after Abby again, it's a simple contrivance, but it's fine. The real issue is how Tommy gets shot in the head and the game just forgets that happened, then gets heralded as one of the greatest stories ever told, which I am more antagonistic about in comparison to you. That review is just a post I made on the remastered version of the game I posted for myself, not an actual full-blown write up on the whole game.

10 days ago


Dtown commented on Dtown's review of The Last of Us Part II: Remastered
@RedBackLoggd first off, huge fan of your review on TLoU2. I remember reading it thoroughly a few weeks ago, to see another person's nuanced perspective on this game, and you offered a voice I've seen very few articulate as well as you have. The longevity of your review complimented how complex the conversation surrounding this game really is for those who try to be a mediator, and the complexity in question is part of the detriment to TLoU2's narrative, as this game only seems to spawn volatility and hatred when mentioned.

Anyways, Tommy gets shot in the head, and shows up later in the game at Ellie and Dina's house, with zero injuries. There's a deeper conversation to be had here about how this game contrives shock value murder for the sake of appealing to "moral complexity" whilst lacking the character nuance and writing to actually zoom out and capture the humanity that the title claims to have, but I'll keep it simple here for the sake of brevity.
Tommy was the only reason why Ellie goes back to pursue Abby years after everything had went down in the theatre. Deep down, she wanted to, but in order to draw a parallel to the opening of the game--where Abby goes after Joel, not knowing whether or not she would actually find him-- Ellie has to find a reason to chase after Abby, not knowing whether or not she would actually be at the location Tommy conveniently got the exact coordinates to. This one little slip-up just allows for a multitude of critiques to be made regarding the contrivances of this plot, and how they were done out of a position of malice on Druckmann's part, regarding the subtext this game has, and also how the writing only proves itself to be weaker the further I analyze this game. You'd think they'd fix this minute little thing in the remaster, and the remaster was already being criticized for being a challenging game of spot-the-difference, but they don't even bother.

11 days ago






12 days ago


Dtown followed Serious

13 days ago


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