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Cing's DS output are the type of games you encounter once in a lifetime. Never again will you get a game with a faux-noir narrative with marvelously animated characters presented in the style of a notebook. Nevermore will you get a Nintendo published game that handles people struggling to keep up this facade of them living this average, normal life while they're still aimlessly wandering through life in hopes of maybe finding a way to put their baggage to rest, all to the tone of a nice, jazzy soundtrack. Even if you do manage to find a mystical game that also happens to excel on all these fronts, this imaginary game will never grapple with the same level of pure ingenuity and confidence that is practically bursting out of the seams in some of Cing's works. Cing, and Hotel Dusk especially, does not deserve to be lost to the annals of time. Hotel Dusk, in all its innocent tenaciousness, is an experience that will forever be etched into my memory.

Cing's works tend to blend in with the rest of the DS' absurdly good third-party titles; and while this isn't necessarily a fault, the historic context behind the game sheds some light on how this seemly out-of-nowhere game sticks the landing with flying colors. Hotel Dusk's scenario writer Rika Suzuki is a lady that has had her hand in a lotta pies throughout the decades. From assisting on the production of Dragon Quest I through IV, to pioneering the adventure game genre with the successful J.B. Harold series, Suzuki has always been an influential force within the industry. This is why, from the perspective of Japanese audiences, Cing's foray into the DS represented a new beginning for an established game designer.

With the advent of the DS, Suzuki saw an opportunity to capitalize on her stock of experience and wisdom. With the unconventional nature of Nintendo's brand new handheld and the low-production costs of designing for said platform, Suzuki saw a chance to experiment with the adventure game genre from an unexplored angle. Thankfully Nintendo would see eye to eye with Suzuki's ambitions to an extent. They too saw the implications of the dual-screen setup of their latest handheld, and they more than willing to publish the game so Cing's ideas could come to fruition. This is how Hotel Dusk came to captivate so many unsuspecting DS owners, it's a game, unlike anything else Nintendo has published in the west, not only founded on top of a well of iteration and refinement but a game that's more than enthusiastic about taking full advantage of its unique platform.

However, it'd be disingenuous to solely put the spotlight on Suzuki when Hotel Dusk's director and character animator supervisor Taisuke Kanasaki's phenomenal art direction that really sold audiences on the world of Hotel Dusk. The stylistic boldness of Hotel Dusk's character portraits are not to go unnoticed. Kanasaki's rotoscoped, sketchy character portraits have an awing level of veracity to them. The subtle, small shift in facial annotation and posture establishes this living quality throughout the cast, and it's these same portraits that wordlessly communicate a melting pot of complex emotions these characters have to battle with as the truth and their insecurities claws its way into the light.

In a game as exceptional as Hotel Dusk though, where there's style there's substance, and Cing's down-to-earth, intimate universe has more than enough substance. Hotel Dusk has the foundations of your standard noir work, but this presentation acts an inventive illusion to a deeply interpersonal game. Hell, the game intentionally plays with this with its main character, a former detective turned door-to-door salesman, deceiving noir-esque jacket. The real meat of Hotel Dusk lies in the residents of the shabby, rattletrap Hotel Dusk. Over the course of your exhaustive, one night stay at Hotel Dusk, you will be deconstructing these characters' lives bit by bit, not to expose and critique the core of these characters' baggage, not to get to the bottom of some grand conspiracy, but in order to make amends with your own troubling past.

While you do eventually get to the bottom of a grand conspiracy, this happens more as a result of the cast collectively striving to find a resolution to their shattered past. In defiance to their seemly normal outward demeanor, all these characters are suffering; desperately yet aimlessly pursuing the truth of the days gone by so they can finally break free of their shackles. Hotel Dusk is brimming with people holding regrets, insecurities, trauma, and guilt and they're all brewing to be stirred before the dawn of the new decade.

Where would Hotel Dusk be though, without the constant hum of its understated soundtrack? Composer Satoshi Okubo produced a score oozing with variety and his memorable melodies enrich every moment it decorates. The music never quite oversteps what's happening on screen, instead it comfortably settles into the mood constructed by the script and art direction. The cast's off-beat banter is coated in a layer of swingy electric, the subdued investigation segments are laced in this soothing bossa nova sound, and with each moment of tension, the game sings its heart out and boasters the emotions of the prevailing scene.

With all this in mind though, I can assuredly say Hotel Dusk wouldn't be remembered as the brilliant gem it is today if it was propped by its ingenious presentation that exploits every avenue a dual, touch screen handheld mounts. Hotel Dusk challenges you to discard all petty preconceptions of what video games can do and forces you to hold your DS in the same vein as a notebook, packaged with a handy left-handed and right-handed mode of course. As with your usual adventure game affair, the player is constantly confronted with an assortment of puzzles, halting your progression until you sit down and solve them.

Except with Hotel Dusk, solving puzzles and investigating isn't a conventionally fair of solving riddles, cracking number codes, or deciphering messages. No, instead you will be whittling down notes in your notebook, locksmithing your suitcase with a wire, and revolving a cardboard box around to find a secret letter. While these puzzles aren't brainteasers, their novelty is exceptionally striking and a good portion of them never overstay their welcome. Unfortunately, as with many physically unconventional games, this comes at the consequence of the experience being diluted on anything but original hardware. Many of the game's head-scratchers lose all of their intuitiveness once you drop them out of the context playing on original hardware confides them in. It's a damn shame, but it just goes to show how Hotel Dusk is, bar none, one of the most distinctive experiences you can get your hands on.

Yet, while Cing's confidence is deserving of great praise and respect, it sometimes comes at the cost of breaking the game's cohesion. When you're working with an unconventional gameplay device, you have to offer some leeway to the player. There has to be enough information to invoke an intuition within their head, leading to them cracking the mystery. Some puzzles in Hotel Dusk break that code of law unfortunately. Every so often, the game contests you with a puzzle that are at least ten degrees more out there compared to the game's usual roadblocks. I would welcome these riddles with a warm embrace if it the game attempted to offer enough contextual information to trigger an intuitive, finally leading you to crack the secret. More often than not, I would solve these puzzles by sheer accident rather than me wrecking my brain, and puzzles of that nature are less satisfying and more anticlimactic. These moments break the established pace of the game, and by extension tragically fractures an otherwise smooth-sailing, immersive experience.

It dismays me that these rare few puzzles aren't the only blemishes on Hotel Dusk's journey and that sometimes the investigating itself turns the game into a monotonous, disconnected experience. At times will find yourself directionlessly roaming around the hotel, entering each and every room and interacting with every little nook and cranny in hopes of finally triggering an event flag. Kyle has something to say about little detail in the you choose to engage with, which quickly transitions from charming to annoying when compounded by Hotel Dusk's painfully slow default text crawl.

It's even more heartbreaking how the game's already numerous pacing issues are exaggerated even further by the forced game's absurdly out-of-place end-of-chapter summary quizzes. These quizzes aren't as aggravating as the other flaws presented, especially given that you have to try to fail at them at times, but their very existence is profoundly baffling. These quizzes often pertain to information that doesn't have any real significance to the game on a thematic level, sometimes even on a plot level, and they feel noticeably out of place in a game where the overarching conflict isn't even the focus. Conjoined by the fact that there are already chapter summaries right in the main character's notebook, the decision to include the segments is just utterly dumbfounding.

Now, with all my aforementioned frustrations, do I still recommend Hotel Dusk? Yes, in fact, I cannot recommend it enough. My grievances with some of its game design decisions does not change how remarkably well every facet of Hotel Dusk comes together to form such a cohesive, unique experience. I fell in love with so many aspects of this game, and it has made me break down and cry and feel for these characters. It's truly a one-of-a-kind game and I am begging you, even if you only have a passing interest in the game, to at least give it a chance before the game becomes inaccessible. No amount of words will be able to articulate how much Hotel Dusk has changed my perspective on the power of handheld games, and the possibilities of video games that are yet to be seen.

Save Klonoa #KlonoaSweep buy the games legitimately to support the series and prevent it from another painful death. We could get Klonoa 3.

You know, not to diss the backer who’s review was absolutely damning, but 1) I personally found no issue with the framerate throughout my experience with the game so far, 2) while I do agree that the PS1 version is the best way to play Klonoa 1, I would argue that for newcomers, this is certainly a great introduction to the franchise. Being a port of the Wii version means no skidding on platforms that lead to unfair deaths, and that’s really good stuff. And 3) frankly I don’t care about the DLC costumes because they’re not really the main focus of the game, don’t really provide much enhancement to the gameplay and I prefer regular Klonoa anyways.

The remasters have surprised me with how well they present themselves so far: the graphics are vibrant and colourful, bearing more similarity to the PS1 version; Klonoa’s model is also reverted back to the original design and the cutscene dialogue uses the original PS1 audio (although I would’ve gladly appreciated the quality be upscaled as well). Sure, Klonoa isn’t as expressive as his PS1 sprite counterpart due to the limitations of in-game models, and he no longer says Manyah when he gets hit (a downside of porting the Wii version); the Skip Scene button could’ve been hidden as well, but I don’t think those small nitpicks are worth completely trashing this game for. It still controls fine, plays fine, looks amazing for a Unity Engine port, soundtrack still delivers and Klonoa even has idle animations now! Again, I’m not saying this version is better because the PS1 version is clearly superior, I’m just saying that this is still a perfectly acceptable port of one of the greatest games ever made!

I’ll come back to the game as a whole when I’m done, but I’m labelling this game as my favourite game of all time because I consider both Klonoa games to be that as a collective, and putting the Phantasy Reverie Series as a placeholder works for me.

Flower Sun and Rain if Suda wasn’t a crackhead

I enjoyed my time with this one but yeahhhh. It's not worth $60 at all. Get it on heavy discount, and treat it like DLC for RE2Make, and you'll feel a lot differently about this one. It's also not as tightly made as RE2, and it's especially way more linear than that, though that also applies to the OG in general, from what I'm hearing.

the best hat based platformer of 2017

Team Ladybug has done it once again, and by "it" I mean Symphony of the Night.

Well actually, while Deedlit's sprite and animations are very much influenced by Alucard in SOTN, and the game has a similar weapon system, this game isn't really structured much like that game at all. It's much more in line with previous games from the team like Luna Nights and Synchronicity, in which backtracking is more for finding power-ups and extras, rather than uncovering a new path to take. I don't mind this at all, I love how focused and compact Team Ladybug's games are, Luna Nights is after all my favorite Metroidvania. But after about 4 of these games, I do find this game less exciting than the previous ones.

Once again, it's a Team Ladybug game with a property I'm mostly unfamiliar with, a lot less familiar than I am with either Touhou or SMT. Lodoss War never really interested me as it seems to be a lot of high fantasy-type stuff that's never been my thing, but it does have a 90's OVA done by Madhouse so it's probably pretty tight. Regardless, Team Ladybug has done an incredible job of rendering these characters and the show's iconography in their style, this might be their best-looking project yet. They always go hard on the sprite work in their games, and there were so many moments where I just had to stop to take in the background and animations. The music, while at first, I found to be a little 'typical' of what they've done in the past, ends up capturing the fantasy setting of the world really well, it's more of what this team does best.

This game controls very similarly to Luna Nights in terms of jump and attack feel, but obviously without any of the time stop mechanics or secondary weapons. The two biggest mechanics in this game are the bow, which can be used for attacks but is more often used for puzzle solving, and the two elemental spirits that can be switched out. Each spirit can absorb projectiles of their respective element as well as deal damage of that element to enemies that may be weak to it. The game often has you switching between the two Ikaruga-style, and it's especially important to do so since attacking with one spirit levels up the other, and when a spirit reaches level 3, it can heal you automatically (and rather quickly, I might add). I found this mechanic neat in Synchronicity, but in this game, it felt a little like busy work. It was a lot more interesting to use it as a way to absorb projectiles and avoid damage while traversing a level in Synchronicity, and instead, in this game you just switch to the element the enemy is weak to and continue attacking like normal, there's no real strategy change needed. Also, the automatic healing feels a little too powerful, especially while in the overworld, especially combined with how often you get save points. Luna Nights' graze system was a healing system that demanded a lot more from the player for the same effect, and since reaching level 3 on your spirits is pretty trivial, it was also a lot more satisfying. Bosses are where spirit switching feels most like Ikaruga, and a problem I kept running into was that it was difficult to immediately tell what spirit I was currently using. The game gives some indicators like the spirit being a sprite following you on screen as well as the color of parts of the UI and your outline, but the sprites in this game are so detailed that these indicators can be easily missed, especially in a heated battle with a ton of projectiles on screen. I'd say this lack of clarity was responsible for a decent amount of my deaths in-game.

While the bosses in this game can be fun, they never reach Luna Nights levels of thrilling or demanding. That might have to do with me being more experienced with these games, or there being less to juggle here than in that game. This makes sense, as we've gone from insanely powerful youkai girls equipped with bullet hell attacks to one-on-one fights against either giant dragons or other characters similar in ability to Deedlit, something a little more "grounded". I think some people will enjoy one or the other more. Personally, I can't see any boss fight here sticking with me as much as the one's in Luna Nights.

I mentioned the bow and arrow a while ago now, and while I think the inclusion of arrow puzzle rooms is odd, I do enjoy the mechanics of bouncing arrows off surfaces and rapidly shooting a bunch at distant enemies. Being able to switch between weapons and bows and experiment with them is neat, as they can have huge differences. I do wish being able to hold different weapons on different hands like in SOTN was in this game, but that's only a minor complaint, and it probably would've hurt the whole balance of the game anyway.

The game's story didn't do much for me, someone who has no familiarity with this series, but there is one aspect of it I'm disappointed in. Like Luna Nights, the main character is not actually traversing the world of the series but instead a constructed labyrinth version of it. As I've learned more about this series, I've come to feel like there's so much more potential in a game set in this universe than to just put me in more corridors of mostly indistinct locations. This didn't feel like a huge problem in Luna Nights, and while I haven't nailed why, I think it's a bit of a letdown that essentially the same conceit from that game is being used again. To be fair, the context is different, and I think the payoff for it at the end was cool. Maybe they simply weren't allowed to make the plot of this game matter too much, so I won't be too down on them for it, but hopefully, the next game from them actually has, you know, a setting. The level settings were so strong in Pharaoh Rebirth and Synchronicity, I would love to return to levels like that.

In the end, if you wanted more of what this team does, you won't be disappointed. For me, it doesn't reach the heights of previous games, but that may just be fatigue from this specific formula that they've had for a couple of games now, as well as the introduction of mechanics I never really gelled with. But really, even their weakest effort is something I would recommend to any fan of the genre. Their latest game, Drainus, seems to be a completely different genre, and while I'm not a shmup I'll gladly check it out someday. Oh yeah, and fuck XBOX PC Game Pass for fucking this game up so hard, literally went and just got the game myself on a separate service in order to verify that the app was just running this game at half speed for no reason.

Mainly just pretty boring and one-note, with a couple irritating bosses thrown in, but at least it's cute. The translation is pretty amusingly poor, and probably the main talking point honestly. The credits weren't even translated over, Yuuko is referred to as "Syd" in all instances, and Syd itself stems from a poor reading of Valis SD (super-deformed, another name for chibi style), the original japanese title. Lots of entertaining fuckups to be seen there.

This game is living proof that I just absolutely love slow burns and character dialogue.

It's Tetris and it's Card Captor Sakura. I don't need to know what's going on to know that I'm having a fun time.

As good of a refinement and expansion to AE2 as you could get. It's working with a very similar balance of minimized platforming in designated catching areas, but is now lead by an even more quirky and creative setting, backed by some banger tracks from the returning Terada. But the coup de grace by far are the costume morphs; they're so damn fun to use and can superfluously fit your tastes of the fly. There's no Nintendo bullshittery of 'this monkey can only be caught with this one' - just pick what you vibe with and fire away. That's not to say there aren't mandatory costume puzzles and said costumes are all balanced, but basically nothing holds you back from tanking through the game as a cowboy if that yees your haw.

Honestly the worst thing I can say about it is the localization? It's well-acted by the VA's, but some of the cutscene dialogue flow weirdly. Also, the US release's monkey names all seem to be directly romanized from their literal JP translations, most of the time. So about 80% of the monkey names are some variation of 'Ukki' or 'Mon', whatever existing JP puns they used didn't translate over, and opportunities for US-specific puns are completely missed. It seems like this isn't an issue for the PAL localization though.

Also the protagonists suck. Kei is somehow more dripless than the average male pokemon protag, and Yumi is kinda just transparently designed by a pedophile - not inappropriate per se, but if you've been in twitter fandom art circles, it checks the boxes on very specific design kinks and flourishes that are SUPER fucking common with lolicon artists. Bleeeehhhhhhhhh.

I do not know how to play tommy the sword of baseball but i asked jax after giving up after losing 0-20 or something by 3rd inning and he said it sucks too so im gonna say it sucks fuck you

vn fans be funny challenge (IMPOSSIBLE?)

A beautiful world filled with nothing but chores. Petting horses, talking to people, picking flowers. Even the missions are 90% dialogue then 10% of "action" where you do exactly as the game tells you or it's game over.

This review contains spoilers

Spoilers will follow


A majority of RPGs today have their roots in Dungeons and Dragons. Even though these roots have often been obfuscated by some 40 years of iteration, they still provide an invaluable lens for observing RPGs. D&D is unique from most video games in that to play it you must actually roleplay, that is to say, you must be willing to partake in the fantasy of the game. The compellingness of this fantasy is, of course, the primary factor in your willingness to partake, and, as such, is critical to the integrity of the work as a whole. While traditional narrative driven video games are inherently quite different from Dungeons and Dragons, the player’s agency over a character who is part of a fictional world offers a similar kind of fantasy which is equally important. Satoshi Tajiri, the man behind Pokemon’s original concept, shared this sentiment in an interview, stating that, “Even though the presentation was limited by the console (referring to the original gameboy) the idea of exploring the natural world and forming bonds with the creatures around you is something most people can relate to passionately. The dream of an ideal world for exploration is the core of Pokemon.” A universal, engaging fantasy like the one found in Pokemon is an essential component to the success of any given JRPG.

And it’s for this exact reason that Shin Megami Tensei V is so foundationally rotten. I’m a huge fan of the Megami Tensei franchise and most of Atlus’ broader catalog, but despite my love — and despite beating the game four whole times — I still came away from this most recent entry extremely disappointed. So, what is Shin Megami Tensei V’s fantasy? What core of the human psyche is it trying to evoke? Luckily for me, Atlus was pretty transparent about what they were aiming for. It's very clear that they were trying to recapture the ideas that made Shin Megami Tensei III: Nocturne such a fan-favorite. In both games, the player is dropped in a desertified, hellscape version of Tokyo, and must use the power they gain while fighting their way through this world to shape its rebirth into one they consider to be more righteous. There’s a lot to love about this premise; The fear of isolation, the tension of struggle, the agency of being able to change the world. It’s a setup with the potential for deep catharsis. While Nocturne does fall short of its lofty ideas in some ways, that just means Shin Megami Tensei V had the potential to actualize them similarly to how Shin Megami Tensei IV did for the first game in the series. But knowing a developer’s intent can be a poisonous thing when it comes to observing a work as it actually exists instead of how it was intended to be. It's possible that I somehow simply overlooked the fantasy Shin Megami Tensei V was trying to evoke due to my familiarity with its predecessors. However, assuming that Atlus was trying to invoke similar ideas here, this game shows a jarring lack of commitment and focus to them in comparison to earlier entries in the series. This lack of commitment, more than any individual failing of the design, is ultimately what damns the game to mediocrity for me. Let’s start by looking at how the mechanics fail this game, as this series has quite the reputation for an intense gameplay focus atypical for JRPGs.

When discussing the mechanics, and more specifically, the combat mechanics of Shin Megami Tensei V, one thing sticks out to me as particularly garish in how it undercuts the player’s agency. This is the fact that the level difference between the attacker and defender in any given combat scenario applies a modifier to damage outside of stat differences. Put more plainly, if the attacker is lower level than the defender, then the attack will do less damage regardless of stat differences. This may seem like a sensible choice at first. “If the player notices this, then they can use the enemy’s levels to gauge what their own level should be, and stay on the difficulty curve.” I question the necessity of this, as levels serve this function in most RPGs even when they lack a damage modifier mechanic. Players will naturally appraise themselves against their enemies based on their level and will decide for themselves the range where they feel comfortable fighting enemies. More skilled players don’t look at an enemy that is five levels above them the same way as new players. While it’s true that if your level is on par with the enemies in Shin Megami Tensei V they will be more tightly balanced around your capabilities, it’s also true that this makes any encounter where your levels are mismatched extremely lopsided. You either outlevel the enemy and they can barely touch you, or they outlevel you and every encounter feels like a boss fight. This effectively narrows the range of engaging, fun experiences the player can have.​​ Thankfully, completing challenge runs or playing below the level curve is still possible in Shin Megami Tensei V, however, this mechanic pushes them out of reach for a large portion of the player base and often forces players who aren’t actively doing the game’s many below average side quests into grinding. This is further compounded by the baffling ways Atlus has chosen to diversify the pool of demons.

A commonly cited issue with Shin Megami Tensei IV was that demons felt too similar. The freedom of being able to select any skill from the demons being fused to give to the resulting demon allowed players to optimize most of their party members into one or two generic builds based on whether they were physical or magical attackers. While it could be argued that this level of freedom is a point in the game's favor, a more diversified demonic lineup would only be a good thing. Shin Megami Tensei V (and Shin Megami Tensei IV: Apocalypse) both agreed, and attempted to solve this problem in two major ways. The first was by expanding the number of skills that are exclusive to specific demons. Only seven demons had unique skills in Shin Megami Tensei IV, five of which are DLC bosses. Meanwhile Shin Megami Tensei V has almost seventy unique skills split across its roster despite having half as many demons to spread them to when compared with Shin Megami Tensei IV. Their other method for introducing variety was the affinity system. Starting in Apocalypse, demons have values intrinsic to them that dictate what types of spells they’re good at using. Both of these ideas sound good on paper but are once again, critically flawed. The demon affinity system only gives the most surface level difference to demons’ optimal builds while directly harming the player’s ability to come up with interesting viable skill sets for their favorites. An optimized electric demon still looks the same as an optimized ice demon in terms of their abilities. The only difference is which flavor of damage they do which also becomes a more meaningless distinction in the late game when bosses have fewer weaknesses and you’re adding a pierce effect to your attacks anyways. Unique skills are a much more appealing system on the face of it and that’s probably why they’ve been around in all parts of Megami Tensei since the first mainline game. The major issue being that it once again limits any player trying to optimize their party into a select few demons of any given type. Give up on making your favorite demon your healer if they aren’t Demeter or Idun because they will never be able to cast Eleusinian Harvest or Golden Apple.

JRPG players often seem to forget that combat is only one part of the gameplay experience. For the mainline series' big return to home consoles for the first time in around two decades Atlus decided to supplement the combat sections with the largest freely explorable areas in the series so far. By my estimation this just above mediocre exploration gameplay makes up the largest share of the game’s runtime and is where I was most personally disappointed with the game mechanically. This is because, beyond the fact that the set dressing is apocalyptic and demons are present, nothing is done to sell you on the experience of being a human (or technically a Nahobino I guess) exploring this foreign dangerous world. Enemies move much too slowly and simplistically to ever be considered threatening, outside of the very few instances where the level design funnels you into them. I was pleasantly surprised to see that the overworld enemies were not all functionally identical to the glitchy blobs present in Shin Megami Tensei IV. Enemies can fly, fire projectiles, vary in size and movement speed, and a few late game demons even have some unique tricks. That being said, all this effort is effectively wasted when you can easily outrun enemies in almost any situation, and even when they maybe catch you off guard, you can still instantly warp yourself back to the last save point with no down side thanks to how frequently they’re placed. Even if the save points were incredibly sparse it wouldn’t make these journeys more intense because movement, and by extension, navigating around enemies is always incredibly simple. Your jump doesn’t even carry dash momentum so your journey back to where you warped from is always as simple as just walking there. There is pretty much never any tension in the exploration segments of Shin Megami Tensei V. You never have to consider the journey you’re about to make mechanically beyond remembering to hit the heal button before you leave the save point. There is also pretty much nothing to actually “discover” in these segments. All possible rewards for exploration are clearly shown within the first couple hours of gameplay and the surprisingly good level design can only do so much to make you feel like you’re actually exploring when the only thing waiting for you at the end is a Miman. The decision to hide portions of the map behind the abscess fights is shockingly clever as it forces the player to really observe the surroundings to find a way to these blights. This is undermined by the fact that 80% of them by my estimation are just placed out in the open to be combat tests. I would have loved to have seen Atlus solve two problems at once by allowing the demons in your possession to interact with the environment in some way unique to them. This would at once introduce a new way to vary demons and also maybe require the player to be a little more thoughtful during their preparations for a trip into the Da’at. With combat, demon fusion, and exploration the game sees fit to limit both the players and its own expressive ability in some vague pursuit of balance. Instant kill spells and the tension they provided have been drastically toned down assumedly because they don’t provide a “fair combat scenario.” Enemy ambushes are infrequent because they could be considered “classic smt bullshit” if the player died to one. If there was anything I expected from a mainline Shin Megami Tensei post Dark Souls’ blowing up, it would be that the game would revel in its edgy, punishing reputation and push its classic RPG gameplay to new expressive heights much like Nocturne and Strange Journey did before it. Instead the edges have been sanded down and any punishment amounts to a slap on the wrist. The game instead is too concerned with presenting a pretty, polished version of a battle system we’ve been using for two decades now, for whatever that’s worth. If this vapid gameplay was constructed in service of some narrative component of the setting I could understand it, but sadly the setting falls flat there as well.

The setting is the aspect where this game is most directly comparable to Nocturne and anywhere it differs, it does so in a way that detracts from the game. Shin Megami Tensei IV saw no shortage of deserved praise for how it used its dozens of characters to really bring the worlds of Mikado and Tokyo to life. Nocturne similarly saw praise for the way its sparse storytelling and barren wasteland of a world imparted a sense of awe and isolation. Shin Megami Tensei V manages to snatch defeat from the jaws of victory and draw on the worst aspects of both of these approaches while reaping none of the benefits. It is both too lacking in compelling dialogue or developed characters to flesh out its world, while also being too populated for the player to feel any kind of isolation. The non plot critical humans all exist mostly unaware of the Da’at and as such have very little to say beyond “Oh man the world sure is scary huh.” Meanwhile the non plot critical demons are mostly delegated to very mediocre sidequests. There are some standouts in this group. Khonsu, Fionn, and Shiva are all tangentially related to the narrative in a way that makes their quests feel more impactful. A few others like the succubus quest stick out for how you engage with them but the vast majority are MMO level fetch quests or the most reductive law/chaos choices in the franchise, which the discussion around this game seems to hype up for some reason. I think this largely stems from the fact that the demons haven’t really formed communities or social hierarchies with the humans the way they have in Shin Megami Tensei IV. There’s nothing really unique to observe here in the characters or the way they interact beyond the group of Egyptian Deities that forms right at the end of the game. Even the fairy forest, which may at first seem to be exactly what I’m looking for, is incredibly minor and entirely derivative of prior mainline games. Every single mainline game barring If… to my memory has the fairies establish a community that serves as a uniquely peaceful place amidst the apocalypse. None of this is helped by the games lackluster aesthetic design.

Much has already been said about the games liberal palette swapping of the four major areas even by avid fans of the game, so I trust I don’t need to reiterate that here, but even beyond that this game desperately needs some visual variety. When speaking about Shin Megami Tensei IV, art director Eiji Ishida said “If we’d applied the ‘infernal’ design to the whole game, though, it would start to resemble one of those trite Western games with their overused post-apocalyptic motifs.” Sadly, it seems Ishida was not involved with Shin Megami Tensei V and as a result, the entirety of the Da’at is the trite apocalypse he was referring to. No room for interesting communities and cultures to form in this world. All we have is blasted out buildings and Miman. Not to mention the almost complete lack of any iconic Tokyo architecture which makes this apocalypse seem even more generic. Unfortunately the lackluster visual design extends beyond the environments themselves.

I consider myself quite the fan of both Masayuki Doi and Kazuma Kaneko. I have a few of their works framed on my walls and think that their work, more than any other individuals’, is what shapes mainline Shin Megami Tensei into something I love. That isn’t to discount creatives like Okada, Ishida, Yamai, or Kozuka of course. I just find an incredible amount of meaning in the art of this series. That being said, I don’t feel like either artist's work is used to its full potential here. It is cool to see a lot of Kaneko’s iconic demon designs rendered in 3D but with the man himself long since gone from Atlus, there is a notable lack of cohesion amongst his demons in V. One of the greatest strengths of Nocturne is the way the entire world felt blended together in the style of his art. His and Shiraishi’s oversight in the modeling process no doubt contributed to this. In IV, Kaneko had already passed on the mantle of the demon painter and as such cohesion is lacking there as well. That being said, IV used this to its advantage with a roster of over 400 demons and a plethora of designs from guest artists as well. While it is true that not all of these were hits, it led to some absolute standouts such as the four archangels and chemtrail. You could say that the absolute chaos of IV’s bestiary is what made it stand out in a good way. V once again threads the needle into an unsatisfying middle ground. The pool of demons is understandably smaller given the game's scope, but the game splits this small pool between old Kaneko designs, more modern ones, and Doi’s designs. Doi’s demon designs this time around also vary wildly in quality. He was given more demons to design than ever and was even allowed to handle the ones found in random encounters, which he had historically stayed away from. Two things stick out as in this set: . Legs, and tokusatsu. As if mandated by some marketing executives, most of Shin Megami Tensei V’s new female demon designs are constantly showing off their legs and seem designed primarily as cute anime girls with light mythological theming as opposed to actually being those myths. I’m not a prude or anything; I’m even a fan of Kaneko’s famous bondage angel design and his many literal gential demons. The problem here is they feel pandering. Abdiel for example is not served as a character or mythological figure in any way by her skimpy outfit. The trend of demons being characterized by their place in the story as opposed to their mythology actually began in Shin Megami Tensei IV and I would highly recommend @eirikrjs writings on the subject if you want a more thorough exploration of that in particular. That being said, Shin Megami Tensei V takes this further by seemingly having a large amount of its characters be designed in contrast to BOTH their mythology and their character. Beyond this issue (which could totally be a symptom of marketing focused direction or something) one of Doi’s eccentricities as an artist works its way into this game in a way that clashes horribly. This being the aforementioned tokusatsu influence. Aogami, the Nahobino, Tsukuyomi, Odin and even Lucifer stick out like they’re entirely different categories of creatures from the rest of the demons. Honestly it isn’t even an aesthetic I’m entirely negative on but I question its haphazard implementation here as it only serves to undermine any sort of focus the art direction may have had. For a future mainline game I would prefer to see Doi keep his stuff more in line with the Kaneko designs they seem intent on using for the rest of eternity, or for Doi to be fully unchained and Atlus allow the game to take shape around his unique aesthetic identity. Ultimately, the visuals fracture the setting in a way that makes it impossible for you to ground yourself in it while never quite reaching the surreal heights of other games in the franchise.

Visuals are only one portion of the iconic Shin Megami Tensei aesthetic and thankfully the music fared much better in this outing. Kozuka returns as lead composer for this entry and after his beyond stellar work for IV and IV: Apocalypse I wouldn’t have anyone else. His crunchy, distorted synths and pained, furious guitars capture similar emotions to tracks in IV but in the decade since that game they’ve only grown more intense. Tracks like ‘Humans, Demons, and…’ are absolutely electrifying and haunting at the same time. Compensating for this more blown-out depiction of Tokyo, a lot of the funkier tracks have been sidelined in favor of a huge amount of sparse, industrial influenced, sandblasted ones. The theme of the Tokyo Diet Building shows off this new sound incredibly well alongside the instrument at the core of a huge portion of this game's soundtrack, a feminine voice that is absolutely haunting in an almost spiritual way. A perfect fit for the franchise if you ask me. Of course Kozuka’s famous bells make a return in the level up theme and even the game's credits, sounding even better than before. But apparently Kozuka didn’t do all the tracks on the OST (and I have my suspicions about which tracks may have been done by Atlus Sound Team) but ultimately the music is one aspect where Shin Megami Tensei V does not disappoint. It feels like this is the score to the ideal game SMTV fell short of. (Just as an aside about the sound design though: Can we stop with the atrocious voice filters that all the demons use? They rob their lines of any sort of weight every single time. Oh, and play the game with Japanese audio.)

Earlier I mentioned how non plot critical characters harm the setting, but unfortunately the plot critical ones, along with the plot itself, hamstring not just the setting but player agency as a concept. The player spends the bulk of the game pushed around by forces greater than themselves that they may not even agree with. I cannot stress enough how just the concept of Bethel is entirely antithetical to anything this game had going for it. Working for an organization whose goals you only partially understand removes your agency. Working with other people ensures you never feel properly isolated and accountable for your decisions. Exploring the Da’at isn’t your adventure, it's your 9-5 job. You spend so much time doing meaningless work for Bethel that the game retreading Nocturne’s climax of the opposing parties fighting for the right to literally recreate the world came as a surprise to me just by sheer virtue of how poorly it was built up. Of course most Megami Tensei games end like that in some way or another but this game's pacing seriously just does not build to that at all. The first quarter of the game is spent confused as to the nature of the world. The second is a monster of the week story. The third is suddenly an assault on the final bastion of the forces of chaos which is pretty confusing in and of itself because last I checked we were getting smoked. Then, all of a sudden, in one of the games like hour long exposition dumps, the final act is set up to essentially be Nocturne’s Tower of Kagutsuchi. It might sound like I’m paraphrasing but I promise you it feels exactly like that as you play it. An entire half of the game is dedicated to telling you what a Nahobino is and then like 3 finales are crammed into the back half. You have no ability to decide what you do, you have no real stake in the story other than the fact that you want to live, why should you care about anything happening in the narrative? Oh and of course the one area Atlus decides to give the player total control of the story they do so in the worst way possible. In an utterly baffling move for the series, the player's ending is no longer determined by the summation of their decisions throughout their journey but a literal ending select screen. This is some of the worst streamlining I’ve ever seen in a video game. It cheapens every single decision the player makes throughout the game retroactively. You no longer have to roleplay in Shin Megami Tensei V because that’s not what this series is about anymore apparently. The cultural zeitgeist has turned this series into every vapid, reductive, twitter generalization you have ever heard about it. Shin Megami Tensei is a series with cRaZy hard gameplay and penis demons where you kill your friends now. Nothing more.