Showing posts with label shin megami tensei nocturne. Show all posts
Showing posts with label shin megami tensei nocturne. Show all posts

Tuesday, October 26, 2021

DEBUNKING 30 SHIN MEGAMI TENSEI FAN MYTHS, PART ONE: #1-15


2021 marks the 17th year of Shin Megami Tensei’s existence in the West and while that’s not exactly an auspicious number it’s certainly long enough to have developed its current thriving fan culture. But fans are overzealous things, literally fanatics. Arguments are raised, interpretations are julienned, and hills are died upon over what constitute acceptable concepts for a shared canon of ideas. Shin Megami Tensei is of course no different and over the years its fan wars of attrition have resulted in its own assumed fundamental truths.

However, over this same span of time “truths” of dubious origins have mixed in with the actual facts to an indistinguishable degree for many, negatively affecting how the series is perceived and discussed. So, drawing on my 15+ years of experience with the series, I’ve picked 30 of the most infamous Shin Megami Tensei “fan myths” to debunk one by one. We begin with the first 15, which include some of the series’ more well known misconceptions, including the mysteries of Kaneko’s Twitter account, Doi’s artistic output, and everything about the Great Will!

Saturday, April 24, 2021

A Primer on Fusion Insanity: Making "Perfect" Demons in PS2 Shin Megami Tensei: Nocturne


By 2021's standards, the original Shin Megami Tensei: Nocturne's demon fusion mechanics are dated and frustrating. And while that mostly applies to the infamous ritual of re-rolling inherited skills, there's so much more under the hood that true mastery of Nocturne's fusion can be elusive. But early in 2012 I decided to challenge its inner workings and make (approximately) "perfect" demons, namely a void-all Arahabaki and healing/support tank Amaterasu. I knew the process would be painful and take many patient hours to succeed, but I got it done and recorded it step by step. This is that story. 

So, in a sense, this is also the story of what features might still remain with Nocturne HD's newly updated manual skill selection. Even without time-wasting RNG, the base game's hidden inheritance rules, demon types, skill restrictions, and so much more ensure that achieving specific, high-tier intentions will still take a bit more effort than, say, Shin Megami Tensei IV's practically limitless and also relatively mindless skill selection. But even if Nocturne HD's fusion is not completely unrestrained, it will still be a far cry from the following, highly technical saga of the hours upon hours using every trick in PS2 Nocturne's book to craft exactly two demons precisely the way I wanted them.

Wednesday, June 28, 2017

Taira no Masakado: History vs. Legend (vs. Lemon)



Taira no Masakado has been variously depicted as an iron giant, a rebellious demon worthy of divine retribution, a vengeful floating head, a cosmic deity, and the bellwether of Tokyo's fortunes. All of these fantastical descriptions speak to a grand personality of great importance, but what of the historical Masakado, the 10th century samurai? What exactly did he do to deserve such mythical aggrandizement?

And because of Masakado's prominence in Shin Megami Tensei, it's useful, even essential, to survey the beheaded samurai's biography and the superstitions that quickly surrounded his posthumous image. Though not meant to be comprehensive, the following examination of his fabled life nonetheless reveals where the lines are drawn between Masakado the man and Masakado the angry spirit of folklore and SMT--plus a little "extra," let's say. Bottom line: You just can't keep a good samurai lich down.

Friday, January 27, 2017

Hijiri, Candles, Freedom: Maniacs' Retcon Woes (and the Atlus "Enhanced" Edition Formula)


For many years it seemed almost unthinkable to criticize the seminal and influential Shin Megami Tensei: Nocturne in any way. Besides, any such criticisms could be easily excused. Re-rolling fusion skills? It just makes it all that more intense and satisfying to get exactly what you want. Random negotiation? It's just, uh, more fun that way, yeah! No story? Okay, that one is seriously illegitimate. Point is, an epoch-making, 15-year-old game like Nocturne will survive having its flaws exposed since it has a lot more to offer than RNG insanity.

The same goes for the vaunted Maniacs additions. Flat out, Maniacs made Nocturne a more fun game to play. Most of us across the Pacific or further will never know the difference, but I can't imagine a Nocturne with more ambushes and instant death and less Matador and Daisoujou becoming a cult hit. Its plot and backstory additions, though? It's open season.

I should state up front that this is article consists mostly of old material. It is the original survey of the writing inconsistencies of Hijiri's character (which the post permalink will continue to reflect) appended with two other older posts that dealt with iffy Maniacs creative decisions, like the guiding figures of the Freedom ending (a close reading of which contradicts Maniacs retcons of Aradia) and the kabbalistic theming attached to the Fiends' candelabra. Also, a new, somewhat meaty conclusion about the quality of the Atlus enhanced editions (re-releases, ports, whatever you want to call them) we'll continue receiving until the heat death of the universe.

And as of this update (December 2019), it's an extremely boring time to be a Shin Megami Tensei fan, so why not spend a quick 30 minutes reuniting with the writing tendencies of the team that will (eventually) bring us Shin Megami Tensei V? Hey, at least you know those improved gameplay mechanics are going to be pretty good...  

Friday, November 4, 2016

Eirikr's Personal Canon

Let’s face it, Tumblr sucks as an archive. A shame, as there have been some good questions and discussions over the years and it would be a shame for them to be lost forever to the ether. So what better way to protest the ephemeral nature of Internet content than to make my own archive? 

Below are links to just about every major thing I've written online, including website articles, Tumblr asks, etc. It will be updated periodically as warranted! Right now consider it a work-in-progress (formatting is a little rough), but all the links should be live.

LATEST UPDATE: 4/1/18! The latest additions are in boldface

Tuesday, August 25, 2015

Shin Megami Tensei's Identity Crisis (Part 1 of 3): Iconoclasm Incarnate


by Eirikr J.S. [tumblr] [twitter]

Shin Megami Tensei has thrived on being different than the RPG standard. Mixing the modern megalopolis with abstract concepts, mythological themes, and at times theologically challenging material, SMT created for itself an identity distinct from its fantasy contemporaries. According to series artist Kazuma Kaneko, “Back then we were in this sort of competition with Dragon Quest and felt the need to do something different from the others. If they were Babyface,[i.e., a well-liked hero] then we felt we could only be Asian mist. [i.e., an illegal move thrown by the hero's rival]” [1] In another interview, he expounds, "I like to think of Shin Megami Tensei games as rock stars or singers in punk bands whereas blockbuster games like Final Fantasy are more like the Academy Award winners." [2] SMT stood toe-to-toe with a crowded genre’s juggernauts due to unique features and a subversive attitude inherent in its presentation and gameplay—for better or worse. SMT fully embraced that it was neither the prettiest nor the best-selling, earning itself a comfortable niche where its creativity could shine.

However, the gaming landscape has changed significantly since the days of the Super NES or even PlayStation 2, inside of Japan and out. While Dragon Quest and Final Fantasy are still big, they've also become diluted through their own ubiquity with spinoffs galore and main series releases that seem fewer and farther between. Countless mainstay publishers of yore have either been absorbed, shuttered, or changed focus from games to health clubs. With mobile markets contracting the traditional games business, the way in which the majority of consumers perceive and play games has been substantially impacted. Needless to say, Atlus needs more than Shin Megami Tensei’s niche to survive. But in this uncertain environment, or perhaps because of it, an unexpected RPG star has risen to prominence: Persona. Beyond merely revitalizing a genre, Persona’s expanding popularity has commanded great influence, as evidenced by abundant copycats imitating its style and mechanics. At last, the Megami Tensei franchise, even if only a spinoff, was the one dictating the trends.

But being overshadowed by Persona in every respect has left the Shin Megami Tensei main series in an awkward position. How can it embody a rebellious spirit when its own child is the definition of what’s en vogue, with much of its own DNA in tow? Ostensibly, the answer to that question is Shin Megami Tensei IV, a paradoxical game eager to follow the trail blazed by Persona’s success, but containing a number of reactionary decisions in its design work and thematics that are contrary to the series’ identity. With the series at a crossroads where some measure of adaptation to survive is inevitable, significant questions emerge: What is Shin Megami Tensei’s identity—and can it survive beyond the niche?