Showing posts with label Atlus. Show all posts
Showing posts with label Atlus. Show all posts
Friday, 23 August 2013
Impressions of Shin Megami Tensei IV
Atlus has some pretty big shoes to fill these days. Over the past decade or so, public opinion of the Final Fantasy franchise (and Square Enix as a whole) as steadily declined. In a time where the JRPG titan can't seem to do anything right, a lot of people are turning to Atlus' Shin Megami Tensei series as the new Messiah. This, combined with a special offer from Nintendo meant Shin Megami Tensei 4 was always going to sell pretty well. However the question is, was Atlus able to perform with all eyes on them? With everyone expecting another legendary masterpiece like Persona 4 (or at least a game to fill the void of good Final Fantasy games) could SMT IV really hit it out of the park? Well, I've played the game for about 25 hours so far, and with that experience I am going to try and answer said question.
Now before I get into my actual analysis of the game, I want to talk a little bit about my experience with the franchise so far. I've played a few hours of Persona 3, but never really sat down and played it consistently. I've also played through Devil survivor, parts of which I really liked, other parts of which I really didn't. The reason I mention these things is because when I first played Devil Survivor, I thought things like the demon fusion, the game's difficulty, earning extra turns etc. were interesting or unique, when in reality they are staples of the entire Shin Megami Tensei franchise. Well, these things are all present in Shin Megami Tensei IV as well, and my opinion on them has not really changed much. Demon fusion is a pretty awesome mechanic, extra turns are really neat (when you get them), and the difficulty is a giant thorn in my side.
So let me talk on the combat/difficulty first, then. SMT games are pretty well known for being hard, and while I don't have a lot of games to compare, SMT IV seems to be no different. Now, I'm all for challenging RPGs, games that require strategy and planning, but there is a very fine line between challenging and frustrating. I would personally say that SMT IV has at least one foot over that line. I think it all comes down to the bonus turn mechanic. Basically, if you hit an enemy's elemental weakness, get a critical hit, etc. you earn a bonus turn, and same goes for the enemies. If you miss, hit an enemy's resistance etc, you lose 2 turns. On one hand, it's super satisfying to assemble a team of ice damage dealers to take out that boss that's weak to ice. You will probably decimate him. On the other hand, if you don't have that team of ice damage dealers, you will probably fail miserably. Heck, if you get unlucky and miss once or twice, you will fail miserably.
I personally feel that one of the big differences that makes this mechanic interesting in Devil Survivor but terrible in SMT IV is simply the information given to the player. In Devil Survor, you know before you even engage an enemy what their teams strengths and weaknesses are. In SMT IV this is definitely not the case. The first time you encounter an enemy you can only guess what their elemental properties are, and if you guess wrong the entire flow of battle turns against you. If it's a normal enemy then you can probably manage, though there's a good chance you will suffer enough damage to necessitate heading back to base to heal up. But a single wrong move against a boss will likely spell your doom. The only reliable way to beat bosses is to fight them once, use as many elements against them as you can to determine their weaknesses, then immediately reset and go put together a team to counter said boss. That isn't particularly strategic gameplay to me. There are just so many ways for your group to die that are outside of your control, and they are not limited to boss fights. It almost never feels like a death is because you messed up so much as you got unlucky or the enemy was cheap.
Beyond issues with the battle system, the game has plenty of other weaknesses as well. In short: The story moves slower than any other game I can think of. It took ~10 hours for anything of note to happen, many full games aren't even that long. Money is pretty hard to get your hands on, and yet doesn't seem to offer a whole lot besides convenience. I'd rather spend money to summon a demon that I could catch for free than buy a new sword that makes no perceivable difference in battle. You can only have one active quest at a time? Really? Navigating the "world map" is very awkward and usually involves visiting every location to find the one you are actually looking for. Once you leave the starting area, the game barely even tries to direct you any more. Leveling up feels kind of useless, as stat increases don't really make a noticeable difference in battle. The characters are pretty uninteresting and you'r "party members" seem completely superfluous. And that's all that I can honestly think about at the moment.
The game is definitely not all bad though. There are a lot of neat little things about it that kept me playing as long as I have. The demon fusion system is as interesting as ever, and I find it pretty enjoyable planning out the ultimate demon team (including reserves to swap in if one dies, or to heal outside of battle). SMT IV also has a system where demons can teach your avatar abilities, but if the avatar already knows the ability in question, it just gets stronger. I find it really satisfying to plan out demon fusions in order to get the most powerful demons, but also give the avatar +8 in the abilities I want. The app system is interesting, allowing the player to choose which bonuses they value most (extra skill slots, more demon reserves, regen mp while walking, convince demons to give you money, etc). Limiting the number of each type of consumable item the player can hold is a great idea in a dungeon crawler game. Any time you die you can return exactly to where you were (although, resetting the game seems to be faster). Furthermore, another interesting part of dieing is that you can pay to be revived with money, or you can use the 3DS' play coins, making SMT IV the first game I have personally seen to actually use play coins (though again, resetting is free). And finally, what little plot I have seen is fairly interesting.
All in all Shin Megami Tensei IV is a game that I want desperately to love, but so far haven't really managed to. There are periods where I have really enjoyed the game, but far more times where I was frustrated or lost or bored. At this point I have essentially stopped playing because I find I'm not particularly interested in wandering about trying to find where I'm supposed to go, dieing horribly, and then spending the next 3 hours grinding. Chances are I would find the game a lot more enjoyable if I were to drop the difficulty down, but the fact remains that "normal" mode doesn't on the whole feel like a particularly enjoyable game to me. I don't want to drop the difficulty because I find it too hard, I want to drop the difficulty because it feels abusive and punishing and unbalanced. But this is assuming I ever go back to it. On that matter, only time will tell.
Monday, 22 July 2013
Radiant Historia Thoughts
It's no secret that the JRPG genre isn't exactly flourishing as it once did. Not outside of Japan anyways. Yet while the well dries up and the big franchises flounder, a little company called Atlus has our backs. It's thanks to them that we have games like the Shin Megami Tensei and Etrian Odyssey series. They were the ones who published the likes of Ogre Battle and Growlanser. The were even responsible for bringing Demon's Souls and Disgaea to the north, where they were wildly successful. In recent years Atlus has become the west's biggest and best source of the JRPGs that AAA studios won't make any more. So when I was told that they had made a superb Chrono Trigger inspired JRPG for the DS, I knew I had to play it. In fact, the game was so popular that Atlus had to do a second run of production because it was so in demand once people knew it existed. I've finally managed to find the time to devote to the game, and so I thought I would give my impressions, having beaten it in it's entirety.
Radiant Historia is a game about timelines, and as such evokes a lot of comparisons to Chrono Trigger. The basic idea is that the game is split into two timelines, and the player has the ability to jump to any key event experienced in either timeline. The idea is that if you play a single timeline, you end up running into roadblocks, and to progress you much either go back in time or spend some time in the other timeline in order to acquire a new ability or change a key event. The idea is that the world is quickly charging towards it's end, and before the game has even begun the world has been doomed several times. It up to the protagonist, Stocke, to manipulate events and lead the world down a different path. Interestingly enough, this leads to a lot of interesting situations where the decision that keeps the world alive isn't necessarily the decision that is best in a given situation. Many choices you can make will lead to a scenario where the world ends, resulting in a "game over" ending.
What's interesting about these endings is that none of them are all bad. They all give the impression that your decision had a positive impact, but in the end it did not divert the world's path to destruction. You won the battle, but the war was ultimately won. Then you simply go back in time and pick the other option, and unfortunately this is where the game's cracks begin to show. As intriguing as the time traveling system is, it's both incredibly repetitive and surprisingly linear. The game may seem wide open at first, but you quickly find that the way forward is always to play one path until you hit a dead end, then switch paths until you hit another one, and repeat. Similarly, because you spend so much time jumping between key events, you end up covering the same ground over and over again. There are many points where you cannot avoid the intermediary events between key points, and all the scene skipping in the world doesn't mean you won't be running through Lazvil Hills and the Gran Plains a dozen times over.
This goes doubly for the side quests, unfortunately. Side quests tend to be a lot more interesting, and a lot more fulfilling, but also a lot more frustrating. Many quests will require you to progress much further into the timeline before you can complete them, and some even require you to skip between timelines. When you stumble across an object and think "oh hey, that guy back in that place at that time needed this thing", it's very satisfying to make that connection. But for every time that happens, there's two where you completely forget who wanted the object, where they are located and what exact time window you need to be in to talk to them. What's more, after jumping back and forth in time so much it becomes very easy to forget what happened in what timeline, what you need to actually do to progress from event A to event B etc. Actually completing all of the sidequests without a walkthrough is an extremely monumental task, but it really didn't have to be if the game just had a proper quest log and a better indication of how to progress along a timeline you've long since forgotten about.
But enough about timelines and all that jazz. One of the most interesting parts of Radiant Historia is that it has one of the most interesting takes on turn based combat I have personally witnessed. It goes a bit like this: Your team of three faces off against opponents who are arranged on a 3x3 grid. Some enemies take up 2 or 4 or 6 or even all 9 enemies, but most only take a single spot. Among your arsenal of abilities are skills which can knock enemies about, allowing you to position them in opportune locations for killing expedience. Knock an enemy on top of another one, and subsequent attacks will hit both enemies. Further, you can also do things like knock them into the air, onto traps, out of buff tiles on the ground, etc. Adding to this is the fact that every party member has the ability to switch places in the turn order with any combatant. This can be used to switch the order your guys attack in, or you can swap with enemies in order to try and bunch all your allies' turns together for big combos. It's a novel system that in many cases feels as much like a puzzle as anything else. What's the best way to group up the most enemies as you can? Or is it faster to burn one down at a time? Which character has the best abilities for this situation? Will you need buffs more than movement abilities? etc.
However, as with the timeline mechanic, this battle system is definitely not all roses either. First and foremost is the fact that the game seems to have rather poor battle pacing. Each area contains a TON of enemies, and especially considering how much time you spend walking back and forth through the same old areas, the fights can get old fast. While you have the ability to avoid most enemies on the area map, towards the end of the game you start to need experience quite dearly. Couple that with quite low availability for some of the party members, and it becomes a question of, "grind now or grind later?". Now if you had told me this in the first 15 hours of the game, I wouldn't have minded. The battle system is pretty fun. But eventually around the half way mark through the game, battles just get very grueling. The average number of enemies you fight goes up to about 5, and weird things start happening with the turn order. All of a sudden it becomes apparent that how fast your characters are doesn't matter as much as how close their speed is to eachother (so they can build proper combos). When enemies ambush you, you start seeing battles where you can't even attack until you've hopefully survived all 5 enemies attacking 2-3 times. The result is battles just get less desirable, you want to avoid them more, but bosses actually start getting pretty hard. Thus the aforementioned grinding conundrum.
As far as the plot is concerned, the game presents a pretty compelling story. As I mentioned earlier, the idea is that you have to try and nudge the world's destiny on a path that doesn't lead to destruction. Unsurprisingly this involves all the tropes of an evil empire, beast tribes that hate humans, people misusing mana etc etc etc. Unfortunately there isn't a whole lot I can actually say without spoiling it. What I will say though is that as the game went on, I was very interested to see where each plot line would lead, and how they would inevitably join back up again. Around the 1/3 way mark things start to get really interesting and it really motivated me to push on through the lul that comes soon after. However the plot, too, is not without issue. Once again we come back to the repetition the time mechanic brings. Because you have two separate timelines that advance in parallel, things often seem like they are going at a snails pace. Until you near the end of the game, it's often really hard to see how things are relevant in the big picture, especially when you start mixing up the history of each line in your head. In the end of the day the payoff is pretty good though. I found the ending to be very touching, in a way that very few games ever are.
I guess ultimately what I'm trying to say here is that I'm very conflicted on my final opinion of Radiant Historia. It's chock full of really interesting ideas. At times those ideas are very well executed. At other times the game drags like nobody's business. There was a stretch of about 8 hours within the game where I went from loving it, to hating it to loving it again. In the end of the day I would probably conclude that Radiant Historia would be amazing if it was about 25-30 hours long rather than 40. I think the truth behind Radiant Historia though is that, judging by the lack of advertising and the limited initial run, Atlus probably just had some crazy ideas they wanted to play with. I doubt it was ever intended to be more than a fun little experiment, and I suppose in that regard it succeeded. Whatever the case may be, I would still recommend that any avid JRPG fan give it a go. If you are willing to overlook some of the issues I outlined above, then it could easily classify as one of the best JRPGs released in the last 5 years. Even if you can't see past the flaws, it's a one-of-a-kind experience. It truly has the makings of something great. Whether you think it achieved that or not may well vary from my own opinion.
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