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Apepresident
Nov 9, 2014

You sure made a post

mauman posted:

All I ask is that you keep your original pixie with you (evolved forms count). She deserves that much from us.

I always found her to be my one lone companion and friend in this game, since the game actually tried to give her some personality at least at the beginning.

Please don't fuse her :ohdear:

I'm not saying that you actually have to use her of course once she's outclassed (though she's never entirely useless since you can use her mp to heal a little out of combat).

Well fusing her isn't actually that big of a problem: You do get her back once a certain thing happens
Otherwise she's just going to eat up an entire spot for 4/5 of the game, which is actually kinda painful.


FrankZP posted:

Certain demons can turn into other demons once they reach a specific level. They can even end up with a new level slightly higher than your main character's, as is the case here with this level 10 ally compared to our level 8 hero. The demon's stats change to the new demon's standard stats without taking into account the bonuses they picked for themselves while leveling up, but they do retain all their skills, and will start learning their new form's skills as they keep gaining experience. [/url]
The interesting thing about the evolution of demons is that it not only requires your demon to reach a specific level but also your character has to reach a certain level.
You would think that the MC would need a higher level than the demon (since otherwise those beasts wouldn't follow you) but interestingly enough, that's never the case.

FrankZP posted:

Skill inheritance has a number of random and obscure rules, but the biggest one to keep in mind is that many skills have special requirements that depend on the new demon's actual body. For example, a demon with no claws cannot inherit Feral Claw, a demon with no mouth cannot inherit Ice Breath, and so on and so forth. Other than that, skill inheritance re-rolls every time you quit out of the process and return to it, so you can try as much as you want, though it can get very time consuming if you're looking for a specific build. Low-tier skills also have a bigger chance to be passed down than higher-tier skills, so if an ingredient has both Dia and Diarahan, it might take a lot of re-rolling to get the latter.
Jesus Christ, that entire system was a lot more complex than I originally thought!
Makes me appreciate the changes for SMT 4 even more

Though keeping "Claw" and "Breath" skills to demons with claws or mouths respectively makes a lot of sense. So actually good job on the continuity front there Atlus!

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Polsy
Mar 23, 2007

well, just head towards Ginza, navigating by this featureless passageway

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

Apepresident posted:

Though keeping "Claw" and "Breath" skills to demons with claws or mouths respectively makes a lot of sense. So actually good job on the continuity front there Atlus!

It's only a problem in that Fire Breath, Ice Breath, Shock, and Wing Buffet are analogous skills for each element but Shock is the only one without inheritance restrictions.

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!

mauman posted:

All I ask is that you keep your original pixie with you (evolved forms count). She deserves that much from us.

Sorry mang, I pre-emptively disappointed you like a week ago. :3

If it's any comfort, I always make sure she doesn't end up as part of any sort of gross monster!

Apepresident posted:

Otherwise she's just going to eat up an entire spot for 4/5 of the game, which is actually kinda painful.

Yeah, even empty ally slots can be as valuable as filled ones, especially going into a new dungeon. Keeping an outdated creature around is rough chuckles.

Apepresident posted:

The interesting thing about the evolution of demons is that it not only requires your demon to reach a specific level but also your character has to reach a certain level.
You would think that the MC would need a higher level than the demon (since otherwise those beasts wouldn't follow you) but interestingly enough, that's never the case.

Right, exactly. It's an extreme example, but Lv8 Night Lilim evolves into Lv80 Night Lilith. It would be crazypants to be able to evolve one without a MC level check.

Polsy posted:

well, just head towards Ginza, navigating by this featureless passageway

That's sort of the first overt clue about Hijiri's part in the story. He eventually has access to nigh-unlimited information through the Terminals and the Amala Network, but since he doesn't leave his safety zone, he lacks proper perspective about what's really going on.

Aight, update incoming, hold on to yer butts.

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!
Update 6: The Amala Network

FrankZP fucked around with this message at 16:47 on Nov 19, 2015

Montegoraon
Aug 22, 2013
This game may be fairly old now, but I think it still looks really good. It is what it tries to be. The character animation is subtle, and clever too. I didn't realize it until years after I first played the game, but when Hijiri takes that magazine out of his bag he briefly holds his hat in front of it so you don't see the bag not opening when it comes out. The artistic direction is phenomenal in general for a game made in 2003, like with the use of lighting in the scene where you meet Chiaki again. And there's all kinds of other signs used to show the broken wrongness of the world. Like outside in Shibuya, how the shadows of the buildings (and the Hachiko statue) are all pointing in random directions. Just like the older games in the series, the game may be pretty minimalist in a lot of ways, but it still manages to be very atmospheric.

Also, I love how Shibuya is only the third area, but already we've met Shikigami, which can repel elec, the first magical element you get access to, and now Nekomata and Choronzon. Those encounters aren't likely to be all that threatening, but it really makes an impression to see all your press turns disappear at once. It definitely sets the tone for how unforgiving this game can be later on. But even though it does very rarely happen that you'll get taken out before you get a turn, I don't find it all that unfair. You just have to have a good memory, and remember to use Analyze absolutely any time you see something you don't recognize.

By the way, when are the previous protagonists going to notice that this guy doesn't need to spend magnetite to summon and maintain demons, on top of every other advantage he has over them?

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!

Montegoraon posted:

This game may be fairly old now, but I think it still looks really good. It is what it tries to be. The character animation is subtle, and clever too. I didn't realize it until years after I first played the game, but when Hijiri takes that magazine out of his bag he briefly holds his hat in front of it so you don't see the bag not opening when it comes out. The artistic direction is phenomenal in general for a game made in 2003, like with the use of lighting in the scene where you meet Chiaki again. And there's all kinds of other signs used to show the broken wrongness of the world. Like outside in Shibuya, how the shadows of the buildings (and the Hachiko statue) are all pointing in random directions. Just like the older games in the series, the game may be pretty minimalist in a lot of ways, but it still manages to be very atmospheric.

Oh absolutely. The art direction is top-notch. It's a weird comparison to make, but it has that Wind Waker groove to it, where the world is more about shapes and colors than it is about textures, so it has aged extraordinarily well. Every once in a while I take a fullscreen screenshot and I'm just amazed at how good it looks even in 1080p. I'm gonna post a bunch of those later, but in the meantime, take a look at these: Hikawa's room, rooftop, Ms. Takao, definitely not Johnny Depp smiling knowingly, the horizon was the first casualty of the apocalypse. (For real though, if I was inside the Vortex World myself, I'd just be having vertigo 100% of the time.)

Of course it's a Playstation 2 game, so it can't avoid a few weak textures here and there, some models could use a couple more polygons, and the software does a lot of heavy lifting, but by and large, considering this was first released in 2003, it still looks incredible.

There's also a very subtle nuance in the art design that does a lot of world-building by itself: what's left of the human world tends to be desaturated, monochrome and hazy, while the new, supernatural, divine or demonic areas are all in intense colors and strong shapes. We haven't seen a lot of the latter yet, but do just look at Hikawa's room again, and mind how this deep, ethereal blue clashes completely with the rest of the hospital and the real world outside. This distinction is kept up throughout the game, and it really makes you think about what Yuko meant when she was talking about "a world that loses its power" in the very first cutscene.

Montegoraon posted:

Also, I love how Shibuya is only the third area, but already we've met Shikigami, which can repel elec, the first magical element you get access to, and now Nekomata and Choronzon. Those encounters aren't likely to be all that threatening, but it really makes an impression to see all your press turns disappear at once. It definitely sets the tone for how unforgiving this game can be later on. But even though it does very rarely happen that you'll get taken out before you get a turn, I don't find it all that unfair. You just have to have a good memory, and remember to use Analyze absolutely any time you see something you don't recognize.

Yup. You're kinda pushed into the pool right away when it comes to the battle system, but you're still given a fair amount of time to get used to the water before you gotta go in the deep end. It's tutorial-ish, but it'll still kill you dead if you don't pay attention; it's a mark of a developer that respects the player's intelligence.

Montegoraon posted:

By the way, when are the previous protagonists going to notice that this guy doesn't need to spend magnetite to summon and maintain demons, on top of every other advantage he has over them?

Oh, that's coming up for sure. There are some things that I gotta mention as it comes up, but I'm saving a lot of details and comparisons to previous games for upcoming intermission posts just to keep the mid-narrative infodumps to a minimum. The first one's planned for right when you guys are caught up; I'm working on it already so I got something to do while the actual game progress in on hold.

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!
Update 7: Another slight detour

ManlyGrunting
May 29, 2014
This is an excellent LP, especially for someone who doesn't know the social mores of the site (I've seen some special LPs come this way). Try not to burn yourself out though.

RickVoid
Oct 21, 2010

You monster.

:D

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!

ManlyGrunting posted:

This is an excellent LP, especially for someone who doesn't know the social mores of the site (I've seen some special LPs come this way). Try not to burn yourself out though.

Ha, thanks, much appreciated, I'm glad people seem to enjoy it. And that's good advice for sure. I always make sure I end a play session well before I actually start feeling like doing something else, that way I'm always looking forward to the next one. There's a lesson I wish I had learned a long time ago.


RickVoid posted:

You monster.

:D

My people prefer the term "demon". :3

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!
Update 8: The Great Underpass of Ginza

Apepresident
Nov 9, 2014

You sure made a post
Going physical is pretty much the best choice in this game. The potential damage output is insane and since there's no concentrate/mind charge but instead only focus/power charge, it's going to sky rocket even further.
It's kinda sad how outclassed the physical builds are by the magical build in like 90% of the SMT series.

The Nozuchi/Uzume line up is the same one I use at this point in the game. I think they're both amongst the best choices for what's going to happen next.

dasmause
Jul 20, 2015

The thing about magic damage in Nocturne is that it suffers from a lot of things:
1) No Focus analogue, obvious
2) Unlike physical, magic damage hits diminishing returns at like level 30
3) Demifiend doesn't get good magic skills until very late in the game, and those are only of Fire and Force variety

Physical damage is the only viable option, really

Montegoraon
Aug 22, 2013
On the other hand, some of the higher phys skills get pretty pricey. Gotta be a bit more careful with them.

Congrats on picking up the first of the Demi-fiend's skills from his DDS appearance.

Actually, thinking about that, if you want to try something probably nobody's ever done before, how about a luck-heavy stat build? Load out your moveset with ailment-inflicting and high-crit moves for bosses, just to see what that's like.

Also, Japanese mythology is just the most amazing thing.

GeneralYeti
Jul 22, 2012

Look at this smug broken asshole.
Huh, so these games are where :atlus: comes from. I'm more used to that company thanks to Etrian Odyssey.

GatewayOfLastResort
Oct 11, 2007

I'm saving up such a laugh.

Montegoraon posted:

On the other hand, some of the higher phys skills get pretty pricey. Gotta be a bit more careful with them.

Congrats on picking up the first of the Demi-fiend's skills from his DDS appearance.

Actually, thinking about that, if you want to try something probably nobody's ever done before, how about a luck-heavy stat build? Load out your moveset with ailment-inflicting and high-crit moves for bosses, just to see what that's like.

Also, Japanese mythology is just the most amazing thing.

Man, gently caress that fight in DDS, some of the meanest poo poo Atlus has pulled. I am really enjoying this LP. Nocturne is definitely one of my favorite PS2 games and probably my favorite SMT game (4 was great but I like Nocturne's setting way more.) I think your treatment of the Demi-Fiend is spot on.

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!

Apepresident posted:

The Nozuchi/Uzume line up is the same one I use at this point in the game. I think they're both amongst the best choices for what's going to happen next.

Yup, that's pretty much my intent. But I'd probably get Uzume anyway; I'm inordinately fond of humanoid party members for some reason, and she's a great healer besides, as far as the early game is concerned.

dasmause posted:

Physical damage is the only viable option, really

Well, I beat the game with a pure wizardy type before, so in the sense that something can be simultaneously sub-optimal and viable, I kinda disagree. (Though I did describe myself as a Johnny/Timmy; one of the greatest primal joys I get from gaming is choosing options or paths that most people say aren't so great, and then making them work anyway.) But if you're looking for an optimized power build, then yeah, physical is absolutely the way to go, no contest.

Montegoraon posted:

Actually, thinking about that, if you want to try something probably nobody's ever done before, how about a luck-heavy stat build? Load out your moveset with ailment-inflicting and high-crit moves for bosses, just to see what that's like.

I actually did that in DDS. If I remember correctly, you get two skill points per level in that game, and as far as Serph was concerned I always put at least one of them in luck. It mostly worked, but in the end I personally found relying on the RNG pretty unsatisfying somehow. It ends up like, say, lightning damage in Diablo II; a skill that does 5-150 damage where others would do 70-80 ends up being 1/4th fist-pumping thrills and 3/4th kick-in-the-pants.

GeneralYeti posted:

Huh, so these games are where :atlus: comes from. I'm more used to that company thanks to Etrian Odyssey.

Yup. Jack Frost made his first appearance in Megami Tensei II on the Famicom, back in 1990. But his distinctive hat made its debut in Shin Megami Tensei on the Super Famicom, in 1992.

GatewayOfLastResort posted:

I am really enjoying this LP. Nocturne is definitely one of my favorite PS2 games and probably my favorite SMT game (4 was great but I like Nocturne's setting way more.) I think your treatment of the Demi-Fiend is spot on.

Thank ye kindly, glad you dig it. It's sort of a balancing act between remembering that a half-demon is nevertheless a half-human, and still trying to make sure he gradually becomes the transcendent being he has the potential to turn into. He's a high school student who likes video games and visits his teacher at the hospital with a couple classmates, but he also leaves the message he leaves in DDS and means every single word of it. Tricky!

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!
Update 9: ˇOlé!

Digital Jello
Nov 2, 2012

Now I have a machine gun. Ho! Ho! Ho!
Something I've always found really amusing with the SMT series is the way the demons talk; no matter how badass or godly they look and act, they often talk like regular people, using everything from slang to obscure social media references. I like your commentary for our hero, because most of the time it really does sound on par with the rest of the in-game cast.

Incidentally, in semi-regards to your latest update, I love SMT Loki. He was my most powerful demon back when I played the poo poo out of SMT Imagine Online. He was a bitch to fuse though since you had to rely on other players' demons. Weirdly, I don't think I ever used him in Nocturne though.

blankd
Mar 26, 2010
Oh Matador, such fond memories. I don't 100% remember my own team but I definitely recall Uzumi carrying the team's bruised asses to victory.

Also I'm not sure if you're going to cover it or not, but you can punch the objects in the Amala minigame. (Spoilering just in case)

But anyway, great LP, usually these kinds of added dialogues can be a hit or miss but I think you're nailing it pretty well, keep up the good work and hope you're adjusting just fine to SA. :)

Apepresident
Nov 9, 2014

You sure made a post
Oh Matador you handsome devil.
His innate agility stat is enough to dodge every second attack of yours but no, he has to have an ability that instantly MAXES his agility.
Meaning he can go from the lowest point of -4 to the highest point of +4 (in terms of buffs and debuffs).
For comparison: Every other buff/debuff the player has access to can at most do a +/-2 change while Red Capote can go up to +8 :/

I always like to get Momonfou as the fourth demon, since his Physical resistance is a saving grace and he has a nice damage output (once you finally dealt with that agility problem mentioned earlier)

placid saviour
Apr 6, 2009
Great LP! I like your writing style, and the personality you've given our protagonist. I've always been interested in this game, as I've heard a great many good things about it, so I was glad to see this pop up.

The "Shut down the porn torrents!" in update 6 cracked me up.

Montegoraon
Aug 22, 2013
Ah, Matador. Some people say he's really not all that tough. They're wrong. Sure, if you're really experienced with the game and know how to get Fog Breath before the Demi-fiend learns it at level 21, you can neutralize him. Hell, if you've played through once and know the importance of spells like Sukukaja, he's not too bad at all.

But that's if you know he's coming. Almost any opponent in an RPG can be beaten by simply grinding enough. It's all a numbers game, ultimately. The real metric of how difficult a boss is, is how much effort you have to put into preparing for them.

Anyway, the game really benefits by having him. Stat buffs and debuffs are inefficient if not nigh-useless in most RPGs. Matador lets you know that that's not the case here, with the subtlety of a vuvuzela.

Kinu Nishimura
Apr 24, 2008

SICK LOOT!
And the funny part is that he wasn't even in the game originally :v:

Dwarsen
Jan 27, 2004
Dungeon Master
Matador was the point where I threw the towel straight at Lucifer's face and gave up. That rear end in a top hat just blindsides you completely and wrecks your poo poo without even breaking a sweat.

The fight really shows why SMT games seem to be considered to be complete bullshit.

...I still like the side games though, like Digital Devil Saga, Soul Hackers and the Persona series.

Great LP so far, and as people have said already, you're doing a good job with the added dialogue. Added dialogue in LPs is often really terrible so I'm glad yours is good. I'm going to have to go and check out your SMT1 and SMT2 LPs too.

Blogkb - because you too like video games, old and new (it's just a blog)

Sordas Volantyr
Jan 11, 2015

Now, everybody, walk like a Jekhar.

(God, these running animations are terrible.)
I always enjoyed getting to use the bosses in my party. They weren't always the best at their roles for when you could get them, but it's the principle of the thing.

Why yes, Red Capote is exactly as broken for you as it is for when you fight Matador, why do you ask?

Apepresident
Nov 9, 2014

You sure made a post

Dwarsen posted:

Matador was the point where I threw the towel straight at Lucifer's face and gave up. That rear end in a top hat just blindsides you completely and wrecks your poo poo without even breaking a sweat.

The fight really shows why SMT games seem to be considered to be complete bullshit.

...I still like the side games though, like Digital Devil Saga, Soul Hackers and the Persona series.

You could give SMT4 a try. Plays a lot more like DDS IMO.
Plus it's a lot less punishing than Nocturne (don't lose if MC dies, chance to "buy back into the game). So in terms of difficulty it's somewhere between DDS and Persona I'd say.


Sordas Volantyr posted:

I always enjoyed getting to use the bosses in my party. They weren't always the best at their roles for when you could get them, but it's the principle of the thing.

Why yes, Red Capote is exactly as broken for you as it is for when you fight Matador, why do you ask?
Right, completely forgot that this was actually a possibility.

ModeWondershot
Dec 30, 2014

Portu-geezer
Ah, yon Matador fight. I recall it very painfully as the moment at which the game officially stopped messing around. Even the later Fiend battles weren't as intimidating after beating this one.

Also, meant to bring this up way back when, but I actually thought of this game when I was in Japan back in 2012, as while I was there I saw Yoyogi Park for the first time. Based on that experience, I can totally believe people going apeshit over someone building some kind of cell tower substation right in the middle of it, as well as fairies deciding to take it over in the alternate reality version of Tokyo.

With that, thanks for reigniting so many fond memories of my trips though both real and SMT Japan with the LP. I'll look forward to its continuation.

buddychrist10
Nov 4, 2009

Obtuse.....even hokey.
I don't think the game would be nearly as well regarded without the new optional content added in. The amala labyrinth is kinda tedious, but still better than some of the main game dungeon and all the extra fights and cutscenes are among the best in the game.

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!

Digital Jello posted:

Something I've always found really amusing with the SMT series is the way the demons talk; no matter how badass or godly they look and act, they often talk like regular people, using everything from slang to obscure social media references. I like your commentary for our hero, because most of the time it really does sound on par with the rest of the in-game cast.

Right! I think one of the biggest selling point of the series, along with Persona, is that they have a very modern feel that goes beyond cosmetics. I like kings and castles as much as the next guy, but there's a unique cachet to stories set in our lifetime, starring characters who, for at least a portion of their lives, have had existences similar to ours.

Digital Jello posted:

Incidentally, in semi-regards to your latest update, I love SMT Loki. He was my most powerful demon back when I played the poo poo out of SMT Imagine Online. He was a bitch to fuse though since you had to rely on other players' demons. Weirdly, I don't think I ever used him in Nocturne though.

Heh, it's not so weird. Loki is not recruitable, fusable, or fightable in Nocturne, for whatever reason. (Never mind that, I am the fool of fools.) I do have a fondness for trickster types myself, in any case. I played Imagine for a while, but I had so many people bitch me out for using sub-optimal builds that still worked that I pretty much stopped having any fun. But that's my history with any MMO I've ever tried; I have nothing against minmaxers, but I'm just not cut out for it.

blankd posted:

Also I'm not sure if you're going to cover it or not, but you can punch the objects in the Amala minigame. (Spoilering just in case)

Oh crap, I totally forgot about that! Thanks for reminding me!

blankd posted:

But anyway, great LP, usually these kinds of added dialogues can be a hit or miss but I think you're nailing it pretty well, keep up the good work and hope you're adjusting just fine to SA. :)

Dang, I'm essentially blown away by the reception so far. I had confidence in my work (or I wouldn't have tried my luck in the first place), but my expectations are beyond surpassed. I'm glad so many people are digging it!

Montegoraon posted:

Ah, Matador. Some people say he's really not all that tough. They're wrong. Sure, if you're really experienced with the game and know how to get Fog Breath before the Demi-fiend learns it at level 21, you can neutralize him. Hell, if you've played through once and know the importance of spells like Sukukaja, he's not too bad at all.

But that's if you know he's coming. Almost any opponent in an RPG can be beaten by simply grinding enough. It's all a numbers game, ultimately. The real metric of how difficult a boss is, is how much effort you have to put into preparing for them.

Anyway, the game really benefits by having him. Stat buffs and debuffs are inefficient if not nigh-useless in most RPGs. Matador lets you know that that's not the case here, with the subtlety of a vuvuzela.

Well said. Matador is the wake-up call boss, but he's also the capstone of the tutorial area, so to speak. It's the school of hard knocks, sure, but you're still learning through the pain.

alcharagia posted:

And the funny part is that he wasn't even in the game originally :v:

Once you know what's the deal with Nocturne Maniax and such, it gets pretty obvious why the Fiend battles are placed where they are. For example, the Great Underpass is not a major story dungeon (other than for the introduction of Manikins), and it didn't have a boss to begin with. It feels a little tacked on, but overall they did a pretty decent job at making sure the main plot progression isn't derailed too badly. Unless Matador kills you a bunch, I suppose.

dude789 posted:

I don't think the game would be nearly as well regarded without the new optional content added in. The amala labyrinth is kinda tedious, but still better than some of the main game dungeon and all the extra fights and cutscenes are among the best in the game.

The way I understand it, is that a lot of it was stuff that was cut out of the initial release for budgetary reasons, and Maniax is somewhat of a director's cut version that aimed to restore the original vision for the game. Considering the plot revelations you get as you travel from Kalpa to Kalpa, I don't find that hard to believe.

ModeWondershot posted:

Also, meant to bring this up way back when, but I actually thought of this game when I was in Japan back in 2012, as while I was there I saw Yoyogi Park for the first time. Based on that experience, I can totally believe people going apeshit over someone building some kind of cell tower substation right in the middle of it, as well as fairies deciding to take it over in the alternate reality version of Tokyo.

With that, thanks for reigniting so many fond memories of my trips though both real and SMT Japan with the LP. I'll look forward to its continuation.

Yeah, I've been doing some research on the real world areas we're visiting (for reasons), and clearly putting a construction site there is a colossal dick move. And Tokyo doesn't look like it has an abundance of grass and wide-open spaces in the first place.

I feel a little chintzy for not responding individually to every positive comment, but I'm a little worried it would be bad form to just quote a bunch of people and go "thanks, glad you like it" to everyone. In any case, I appreciate your time and attention, and I'll keep doing my best to be worthy of both. Thanks for reading! You guys are a pleasure to write for.

The tenth daily update is coming up in a few minutes. It's the last one I had in the can from before I joined up, and I haven't played since, so you'll see every update from 11 onwards posted right out of the oven. Judging from the pace at which I've originally produced the ones I put up so far, I'm gonna go out on a limb and say I expect around two updates a week. I love Nocturne but it's still a JRPG and it turns into a pretty hardcore dungeon crawler, and besides that, proofreading in a second language is a bit of a time sink!

Aight, let's get this show on the road once more.

FrankZP fucked around with this message at 22:41 on Nov 20, 2015

FrankZP
Nov 11, 2015

AIGHT SHITBIRDS, IT'S EXPLOSION TIME!
Update 10: Ikebukuro

PeaceDiner
Mar 24, 2013

Oh man, that dialogue between your demons was magical. "Life Stones for everyone!" indeed.

And Heeho-kun is back! I'm sad that this is the last game we see him in, he was great in SMT: if... and Persona.

I'm liking the little real-life tidbits, I'm never going to go to Japan so SMT is basically the only way I'll experience any of it, haha.

Dwarsen
Jan 27, 2004
Dungeon Master

Apepresident posted:

You could give SMT4 a try. Plays a lot more like DDS IMO.
Plus it's a lot less punishing than Nocturne (don't lose if MC dies, chance to "buy back into the game). So in terms of difficulty it's somewhere between DDS and Persona I'd say.

Right, completely forgot that this was actually a possibility.

I've played SMT IV and found it to be pretty boring. A lot of the mechanics seem neat but the game just felt...bleh. As far as 3DS SMT games go, Soul Hackers is definitely way better in my eyes, and I did finish that one. I guess you could count Persona Q too, and even though I think it's a great game, it's more of an Etrian Odyssey game with Persona characters and mechanics.

EDIT: I guess I should count Devil Survivor Overclocked and Record Breaker too, huh. Man, there are a few SMT games on the 3DS.

VVV I'm sorry you have bad taste.

Blogkb - because you too like video games, old and new (it's just a blog)

Dwarsen fucked around with this message at 17:42 on Nov 20, 2015

Kinu Nishimura
Apr 24, 2008

SICK LOOT!
Persona Q is awful, what are you talking about?

ManlyGrunting
May 29, 2014
That would explain you're insane output if you already had 10 updates ready to go.

As a bit of advice for next time, it's a lot better for a creative product if you release updates at a regular time and keep a backlog in case something unforeseen happens and you have to go a while without updating. Trust me, being able to put out content without having to stress out over having to get stuff out right now does wonders for peace of mind.

e: "I give it sexy gaze in case we meet any bronies" got a real laugh out of me, thank you.

ManlyGrunting fucked around with this message at 17:47 on Nov 20, 2015

Digital Jello
Nov 2, 2012

Now I have a machine gun. Ho! Ho! Ho!

FrankZP posted:

Heh, it's not so weird. Loki is not recruitable, fusable, or fightable in Nocturne, for whatever reason. I played Imagine for a while, but I had so many people bitch me out for using sub-optimal builds that still worked that I pretty much stopped having any fun.

I'm...actually not sure if I was ever aware of that. Loki's been in so many SMT games that I always just assumed that somehow, he was accessible in Nocturne. Or maybe I forgot. It's been years since I played this.

And Imagine, for an MMO, was definitely an acquired taste. It had an extremely small community, so there was a lot of that "High School Drama" among players. I had a group of co-workers who played it with me and we all hit the endgame, so sometimes that helps too. It's gone now, though. Permanently shut down April 2013.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.
I'm confused, what do you mean Loki's not fusable?

He's classified as a Tyrant in the game and perfectly fusable.

He has stats, and spells and I used him for a while back when I played the game.

Admittedly, getting tyrants via fusion is drat difficult, I got mine by a cursed fusion accident.

mauman fucked around with this message at 21:06 on Nov 20, 2015

Kinu Nishimura
Apr 24, 2008

SICK LOOT!

Dwarsen posted:

VVV I'm sorry you have bad taste.

Persona Q is not a good Persona game or a good Etrian Odyssey game. It is a game with mechanics that defeat each other; for instance the hard cap of 14 Personae when you have to keep a team of 7 outfitted. All of the FOEs are awful HP sinks instead of actually being dangerous. Random encounters are pointless after MAYBE halfway through the second dungeon because Hama and Mudo are flat-out broken. The Inaba Pride Festival is the worst dungeon in the entire Etrian Odyssey series. Persona Q has the best regular boss theme in the series but it only plays three times in the entire game, which is a huge waste. The plot actively has nothing to do with the Persona characters despite it being a Persona crossover. About 2/3 of the characters are exaggerated to the point of complete unlikability. Despite the massive cast there are clear, obvious Right Choices in your party (never use Teddie.) Seriously, the Inaba Pride Festival is straight garbage. Status ailments are shatteringly powerful to the point where you can straight up skip the final boss's gimmick by putting him to sleep on the first turn and he will never try to use it again because his AI routine tells him not to. You in Wonderland and the Clock Tower are pretty bad, and I have a personal distaste for mandatory damage floors in EO games so the Group Date Cafe puts a bad taste in my mouth. The walk-on-the-entire-map mechanic is stupid because it defeats your ability to actually leave well enough alone and stay out of an FOE's way while still mapping out what you can see. Holy gently caress, I hate the Inaba Pride Festival.

I'll fight you on this for however long you want, buster. :colbert:

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Feinne
Oct 9, 2007

When you fall, get right back up again.
I always just bring Nekomata to Matador, I recall it being pretty easy to get her sukukaja and her Drain Force tells his press turns to get right the gently caress out.

But yeah I'll agree he's mainly super easy if you know he's coming and prepare countermeasures for everything he does, which is how every single Nocturne boss works.

Also on Persona Q I will say I liked some of the ideas they had wrt translating what the characters 'do' to the EO style gameplay. And the pop scare FOEs were almost hilarious enough to justify the whole game.

I mean obviously it's still way down there as far as 3ds SMT games because it's competing with unambiguous amazing games like Record Breaker and SMTIV but what can you do.

Feinne fucked around with this message at 21:17 on Nov 20, 2015

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