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#ik i need to learn to appreciate stuff like these but my brain always ruin itđź‘Ť
heavenly-delusions · 7 months
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elendsessor · 1 month
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hey update on the nocturne no fusion run: it’s gonna be on hiatus.
ik this is sudden especially since it’s lucifer time but i got insanely burnt out. the last few weeks haven’t been great (seasonal depression especially sucks ass) and though i’m finally climbing out of that slump, whenever something like this happens, i need to take a step back from whatever i’ve been playing so it doesn’t cause some sort of relapse. this goes for a couple other games i’ve been working on and have live-blogged about. this doesn’t mean i’m abandoning anything!!! i just likely won’t get around to it until much later.
i still have a lot of grinding and skill resetting to do and tbh it hasn’t helped much because it kinda just. made my brain more mushy than it already is. i’m all over the place in general so sorry.
since i’m not sure when i’ll finally finish what i started, i did want to share some thoughts because i’ve gained a bigger appreciation for nocturne all by running through it again.
first off i forgot how fun team building can be. maybe it’s because without fusion i can’t do much with the demons i can get, but dammit it highlights a problem with a lot of turn based rpgs being the very little breathing room with how you can set up your team.
look, i adore monster collecting games but god there tends to be a definitive “don’t use this unless it’s in a specific way” tier that applies to nearly every one of them. pokemon kinda avoids this problem because of hms/tms and the breeding mechanic but that takes significantly more time and a vast majority of the games are kinda fucking easy. challenging for a kid especially when you get to the stuff like the battle tower, but there’s no incentive to build a good moveset outside of competitive play, and trust me—as an ex-competitive player—it does ruin the non-multiplayer combat in a ton of ways.
but ps2 era onwards megaten somehow gets around this still via mechanics like skill mutation. it’s random and hard to trigger but there’s still freedom, plus the way the games have always encouraged team building and learning how mechanics work is so rewarding. rpgs (action or otherwise) are my bread and butter but so many of them do fail to understand the importance.
nocturne’s combat flavor is so weird. it’s broken. really broken. somehow that’s the fun in it? when people talk about bullcrap smt moments there’s a reason nocturne comes up because it’s designed to be bullcrap. it fits the whole “the vortex world is harsh and unforgiving” angle.
the story structure is something i appreciate a lot more despite how flawed it is. talked about it a ton in a previous post analyzing how it handles characters like chiaki.
there’s so many fun and unique shots and angles and general framework that tbh isn’t something any other megaten has captured since, assuming they try. for all the ones that do post-nocturne, dds is the one that got the most cinematic but it doesn’t play with colors nearly as much. i love the raidou games (especially 2) but 2 got rid of most of the cgs and you could tell both games had much less of a budget than other atlus projects during that era. 4 and 4a have beautiful art and do fun camera movements but the hardware limitations make it so there wasn’t a ton of actual proper cutscenes. 5 is also beautiful and is aesthetic af but camera angles aren’t played with during conversation scenes.
the actual general issue is that talking stuff. nocturne doesn’t have a lot of strictly talking scenes, and the ones that are there are so spread out that you kinda forget they’re there. plus, some of it comes from pov shots like when talking with hijiri which does help with perspective. not many games period actually take the time to play around like that, making a lot of scene set ups feel samey. megaten is no exception especially in the ds/3ds era, and it kinda got abandoned tbh. the portraits and art are good yeah but they can only carry scenes so far.
also gained a bit of appreciation for tde. no it’s not the best written ending—the “bad”/demon ending and freedom ending are definitely the winners here mainly due to thematic importance. yes, it’s really shitty that going for other routes gives you half the content. you can do the amala labyrinth and then back out after beating metatron (as long as you don’t get to the bottom afterwards you can go for any of the other endings), but that’s still tde adjacent. however… i love how morally ambiguous tde is.
it is promising in several aspects but the consequences of said actions are huge. there’s still manikins in the vortex world, an entire society being built from what remains of tokyo even after the whole fight for the right to creation stuff happens, but siding with luci means destroying everything they’ve worked towards. the demifiend can liberate his and other universes from the cycle of death and rebirth, but that’s only if yhvh is defeated and, by extension, the great will. the great will has appeared before in megaten and isn’t actually a being, more a concept, only able to be fought in a comprehensible state. it’s literally existence itself. who knows what’ll happen if someone kills off existence?
gonna be completely honest, this is probably my new favorite mainline game. there’s a lot to it that i keep discovering and loving. (also on like a fandom standpoint i haven’t had a bad experience with the nocturne side yet/haven’t seen much of the toxicity so i’m biased lol). actually fucking slaps. it’s not perfect and some of it is more learning to love than love at first sight, but dammit it’s good.
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