It's really interesting to think that Atlus apparently wasn't thinking about continuing their mainline Shin Megami Tensei series after the completion of If. That explains a fair bit about why this game, in a lot of ways, feels like a reboot of the series. This is also not to forget that the team wanted to make this game the best it could be and not miss any marks in its potential. Generally speaking, this is a goal most developers have, but it's not uncommon to see pitfalls in the end result because of missing time, skills, and the like. Nocturne was fortunately afforded all of these, and so with its lengthy period of conception and development, its small team made way for a game that's near-perfect to me in a lot of ways. It still has a few slight issues, but none that I can really hold against it.

In fact, it's a little tricky to put into words what I really like about this game outside of the excellent gameplay. The game at a lot of points feels more akin to an introverted experience that one might keep to themselves than one that can be broken down in a myriad fashion and shouted from the rooftops. Much of that comes from the deliberate atmosphere that the game has and I really adore it for that; more games ought to have this sense of comforting isolation. Some of the other SMT games do have it to some degree, but this one is the most overt out of the ones I have played thus far. It also makes jokes related to this game an all the more apt juxtaposition, like this ad for it G4TV once aired.

SMT games did struggle to keep gameplay fresh for a little bit. New entries during the fifth generation still boiled down to the simple demon summoning and fusion mechanics with standard turn-based gameplay that maybe had some odd alterations mixed in (see Devil Summoner with the loyalty system). Compared to what Final Fantasy was doing with each entry then, it made the series look a little barebones in comparison. However, Nocturne introduced the press turn system which has become a mainstay for the mainline games; seeing some additional use in that mobile game DX2 and the Digital Devil Saga games as well. Maybe it's a little weird to get the hang of initially, but that confusion shouldn't last long. Fundamentally, your entire party has a shared set of turns they can use, and certain outcomes can extend or reduce how long the player phase goes on for. Normally this would just be one turn per party member, but you can get fancier than that. Things like passing a turn, getting a critical hit, or getting at an enemy's weakness will count as half of a turn letting you move an additional time. On the other hand, having moves miss, be reflected, drained, or nullified will use up more than one turn; sometimes all of them. There's a little more nuance to it besides that, but in the end it's a rather simple idea that can lead to really fun (or devastating) outcomes. It all depends on how you've built your team and strategize. Well, mostly, there's still the standard randomness typically seen in an RPG, of course.

The player character, Demi-fiend, is treated like a blank slate to build stats and moves on. You can choose a stat of his to raise on leveling up, but in addition can also find magatamas throughout that give you certain resistances to swap out and moves to add to your skill list. Some of these are much harder to get than others, but most of the practical ones not so much. Many of them can be bought from stores or by doing a neat side quest, and it's not required to get them all. Though, the final one you get for collecting the first 24 is absolutely busted, despite you getting it really late in the game and having to suffer through the Puzzle Boy minigame to get it. Said minigame is an homage to Atlus' old puzzle series of the same name (in Japan at least). I like those games from the little bit I've played, but you have to do 20 stages in one go and they get very challenging. The option to get back to the normal game and resume later on would have been cool, but that's beside the point. Magatamas are handy, and make for great team customization.

It's also rather common for RPGs to include elements that intend to add complexity to their games that either don't do anything or push the complexity into convolution. A balancing issue between breadth and depth, perhaps. But this game is rather impressive for having this yet never feeling too overwhelming by allowing a variety of strategies to be viable within a rather simple framework. It also makes good use of pretty much every aspect of the game's systems. One that jumps out at me the most (that I hadn't mentioned already) is that auto battle is actually useful. Especially the case since it's speedy and physical attacks are a solid neutral option oftentimes. I'm not the biggest RPG buff, but as far as I know, systems like that are usually not very helpful unless you wanna die. A couple pitfalls come from the Luck stat on the Demi-fiend not being very handy since it just lowers the chance of being cursed by your magatama, which itself is already pretty rare. Demon negotiations are also a bit weaker in this game. They're much more simplified to the point where scoring a new demon to summon hilariously becomes almost complete chance, save for a few instant recruit scenarios (i.e. some skills fare better depending on who is talking to whom). It's pretty funny to joke about, but when you actually have to deal with it and demons start robbing you of your items and macca, not so much. I do think it was nice that they wanted to make it more accessible to newer players, but the overreliance on randomness makes things a bit annoying. Similarly, demon fusion is great as usual, and lets you choose which moves you can transfer, but not really. In order to get some combination of skills you want in a demon, you have to go in and out of the menu until the fusion preview randomly selects the ones you want. I don't think manipulating this was intentional at all though, as they probably would have implemented choosing skills directly if so. So having to game that system slightly is an annoyance, particularly since lower-level skills like Kidnap and Pester are more likely to be selected, and personally I don't want more demons with negotiation skills.

In fact, practically all of the minor quality of life peeves I have are addressed in the Hardtype mod. Cool! It's a much more technical version as well, but it's also still got the random skill transfers which I'd imagine would make me want to vomit a bit when preparing for some of the late-game encounters. The recent remaster does outright fix that though, but it also looks like it has more things that would aggravate me personally, like the battle music still being compressed when it doesn't need to be. Thus, I'll likely still prefer this version over it.

The setting in this game is also fascinating. This game uses a contemporary world, but, whoops spoilers, the world (i.e. Tokyo) "ends" in the first couple minutes of the game, and its remains become this surreal spherical landscape called the Vortex World. Old places like Shibuya and the Diet Building are warped, not beyond recognition, but far beyond how they would have originally felt. Nearly everyone from the previous world died, so the NPCs are primarily demons, human-like creatures called Manikins, and the spirits of the dead. That description on paper probably sounds hellish, but like I said earlier there's a rather comforting feeling to it. Series artist, Kazuma Kaneko, envisioned the player running around the desert naked, and exploring the world map isn't too far off from that. Many of the locations also have aspects of Buddhism, Gnosticism, and then some in their appearance, and it makes every dungeon ooze with memorability. Kabukicho and the Obelisk are usually first to come to mind for me, and I really think the Amala Network's look would make for a trippy interior in a hotel. There are a lot of strange things like this and such that are never fully explained. They just exist as idiosyncratic phenomena. And of course, I'd be remiss to forget mentioning the outstanding soundtrack by Shoji Meguro, Toshiko Tasaki, and Kenichi Tsuchiya. There is not a single song in it that isn't solid; even the ambience tracks used are perfect. An excellent OST for playing on the go, for sure.

Earlier games played more with the idea of a law vs. chaos setting, but this game leans much more into the chaos side, leaving it to the player to choose which of three doctrines will govern the world (called Reasons). You also have several options for rejecting them as well, making for six possible endings. Gameplay-wise, they don't affect too much save for changing which of the bosses you fight near the end. The exception being the True Demon Ending which requires you beat an extra dungeon that's available to you closer to the start of the game. For the most part, the game gives you positives and negatives for every outcome which makes the decisions feel nonjudgmental and respected. There's no definitive best ending, and only what you decide to make of them. The closest one to a bad ending being the one I accidentally got this time around, which is pretty funny, so I give it a pass. The cast of characters is also very small and major cutscenes are kept to a minimum, which gives things a little less intimacy, but they're always cool and visually remarkable. I find it interesting that the aforementioned remaster gives the cutscenes voice acting; not a downside most likely, but I do think this a rare example of a modern game that benefits from not having any there.

I do also find it interesting that this game gave this series its reputation for being tough as nails. The developers designed much of this game for accessibility and it shows since it's rarely tedious, however it does require you to play by its rules. Matador is the first boss that really makes that apparent. If you're focusing on having a higher level, you're probably still going to have a hard time because the more efficient way to play is by crafting a team that can take the most advantage of the press turn system in a given fight. Once you understand that, the game is rather doable. Of course, I often still died a lot. Partly because the sort of creative gimmick each boss has requires a different strategic approach, and partly because sometimes the game just feels like picking on you.

The original Japanese version of Nocturne didn't include any of the parts related to the True Demon Ending. Those were all added into the definitive version subtitled Maniax, which was the version that ended up being localized for the West. Out of all of the definitive versions of Atlus games I've played, this is the only one that doesn't make changes and additions that feel overly jarring and out of place. The exception to this being Dante/Raidou's inclusion. Though that "Featuring Dante from the Devil May Cry" series badge on the European cover is legendary, so I'll take it.

Unsurprisingly, with how long the development of this game was, there's a ton of unused stuff. A handful of unused songs, dungeons that look trippier than the ones in the final release, and a UI that looks closer to the ones seen in the fifth-gen SMT games just to list a few. It looked like a completely different game, and I'm glad the developers have showcased early development on it, even if there's no prototype builds publicly accessible. I find this to be an excellent game as it fosters a unique style and never slacks on substantial gameplay. I think with the next playthrough I might finally go for the hard difficulty (not the Hardtype mod). It's just for a good challenge, but hopefully changes like not being able to run from battle and items costing thrice as much don't drive me nuts. After all, this game would never take advantage of my innate gullibility.

Reviewed on Jun 04, 2023


4 Comments


10 months ago

Easy follow for such a well-written review of my favorite game of all time. I think the Reasons are more compelling than the simple law/chaos/neutral factions present in most SMT games, and I also really enjoy how there's no one right answer to creation. All of them have aspects that are very human and relatable, yet they also come with very clear downsides. Or you can punch Lucifer (I always punch Lucifer.)

Also, knew exactly what that "picking on you" link was going to go to.

10 months ago

@Weatherby For sure, and yeah somehow I didn't suffer at all during the Mot fight this time around. Sometimes that gets nutty lol.

10 months ago

I've never had issues with Mot, to be honest.

Lucifer without Pierce, on the other hand...

10 months ago

@Weatherby That there might be a legendarily long boss fight waiting to happen.