Game Ramblings #182 – Shin Megami Tensei 3: Nocturne HD Remaster

More Info from Atlus

  • Genre: JRPG
  • Platform: PS4
  • Also Available On: Windows, Switch
  • Originally On: PS2

Normally this would probably be a How’d It Age, but honestly I don’t really want to talk about the game here – at least not specifically. The game under normal circumstances would have ramblings specifically matching my shelving of Shin Megami Tensei V. What I am instead going to talk about is specifically the Merciful DLC that they added to the remaster and why it’s the best thing that Atlus may have done for their core JRPG gameplay in years.

Shin Megami Tensei III Nocturne HD Remaster_20240112192935

At its core Merciful is an easy mode, and it definitely is easy. However, it can be turned on and off at will, so I generally ended up using it for making the trash grind more mindless. Trash has never been difficult per-se in SMT. Once you learn the weaknesses of the enemies in the general area, it’s butter. Being on easy just meant that I could concentrate on the story and bosses. However, easy mode also came with three numbers I want to focus on:

  • Encounter rate – Approx 1/2
  • Experience – Approx 4x

However, the most important one is 18:36. That was my time to completion, +/- a bit of untracked time to deaths.

Shin Megami Tensei III Nocturne HD Remaster_20240111162119

Judging by How Long to Beat, I shaved on average about 30 hours or about 60% of the average run. To me, that sits about where these games should be. These should never be 50 hour games with a ton of useless trash fights, because that isn’t the fun part of the game. They should be relatively quick and fast leveling so you can crank through a bunch of different party setups and summon as many demons as possible and have them be immediately powerful and useful.

One of the biggest problems I had when I shelved SMT5 was that it was taking me 25-30 fights to get a single level. It was such an absurd level of grind that it sucked all of the fun out of what is an inherently very good turn-based combat system. In merciful mode, I was getting levels every 5 or 6 battles, if not quicker. It was such an incredible change to the flow of the game that it makes me want this XP rate in standard difficulty.

Shin Megami Tensei III Nocturne HD Remaster_20240112195934

The other part that I really noticed was improved was the overall dungeon flow, thanks to an overall reduction in trips back to town. In SMT4 it always felt like a slog getting further in a dungeon. You’d slowly make your way through a dungeon getting stronger, generally getting to a point where you could comfortably make it one save point further before needing to teleport back. Frankly, the Persona subseries is the same way in that regard. It’s just such a time sink having to retread the same ground over and over purely because there’s so much combat and the XP rate is so slow. On Merciful though? I could get through dungeons in one go without losing all my items, so I was able to be prepared to go back up to normal for boss fights.

I get why this might come across as a negative change, and honestly I don’t necessarily disagree. I guess where I fall with this is that I want the overall dungeon mechanic to change. Rather than mid-dungeon save points being a way to get back to town, I would rather they be permanent fast travel points across the board. Allow players to continue their progress at any point where they get to a safe spot, reducing overall retread churn and increasing the pace of play as a positive. Combine this with the increased XP rate to really tighten up the game as a whole.

Shin Megami Tensei III Nocturne HD Remaster_20240109210314

The Shin Megami Tensei series is the perfect example of a JRPG that is long for the sake of being long, and it’s one of the few series that hasn’t really adapted to a tighter modern gameplay loop. Merciful mode may not be exactly the solution, but I think there’s ideas here they can pull from. These games have never had the pure content amount to support being a 50 hour experience and cranking through this one in sub-20 proves that to me. This is a series that would benefit from keeping its difficulty but modernizing to be a faster experience, because even this little experimental DLC feels like such a huge improvement. Combine the quick XP rate and reduced encounter rate with a better overall travel system to reduce retread, and I think SMT6 could feel surprisingly modern without having to lose its soul.

Game Ramblings #181 – Bomb Rush Cyberfunk

More Info from Team Reptile

  • Genre: Platformer
  • Platform: PS5
  • Also Available On: Windows, Switch, PS4, Xbox One, Xbox Series

I’m not really sure whether I liked this game. Fundamentally I guess I do, in so much as it’s a carbon copy of Jet Set Radio. However, it’s one thing to pay homage to a series that’s been ignored and another thing entirely to outright copy the formula and not actually change much about it. It’s then even more egregious that it pushes one of the worst features of the original series to the front, much to the game’s detriment. So I guess, this is a strange one.

This is a game made to satisfy a very particular niche – people who wanted a sequel to Jet Set Radio. In that regard, I guess I’m that person. That series is basically the only reason that I bought the Dreamcast and the original Xbox. What is in place here satisfies that very need. It’s got the visual style down precisely, feeling retro without being kitschy. It’s got the strange mix of inline skating (or BMX or skateboard) and platforming that somehow works despite the jank. It’s got an unbelievably good soundtrack. All of the good of the original game is there. On the good side, the camera is definitely improved in a lot of cases, which makes the overall flow of the game much better.

However, that also comes with all of the bad still generally being there. The platforming is still imprecise in ways that can feel unpredictable, particularly in spots where your camera is changing quickly. For example, going off a quarterpipe has a really smooth camera to follow the direction of movement, but jumping hard snaps the camera in your new direction of movement. It’s both somewhat unpredictable in direction and totally disorienting. There’s still points of vague collision where you’ll bonk off a rail instead of capturing it, which can make longer trick chains pretty inconsistent to pull off. Tricks are there, but there’s no skill to the timing of them and there’s very few of them, so it’s just generally button spam when scoring is in place.

The worst part is that they took the bad combat and cop mechanics and somehow made it more present. On the combat side, it’s still just button spam to attack. Ya you can boost for more damage, and it’s effective. Ya you can do jump attacks and what not. However, it’s all just garbage combat with bad shot avoidance and very little indication of the damage state of the enemies. This would probably be fine if combat was restricted to story segments, but the cops are always there. The second you lay your first tag in general traversal, you have cops after you. Nearly every tag after that brings it up in threat. This is compounded by the fact that every time you increase threat you get stuck in a cutscene. That you see every time you hit that threat. That you keep hitting because you keep dropping threat. It’s miserable. You can drop threat by changing outfits, but the spots to change are often out of the way and can’t be immediately reused. It’s a bad version of the GTA star system in a game with bad combat that you’re always going to be activating. It’s baffling.

As a dev it’s not that I don’t have sympathy for this being such a carbon copy. The Jet Set series has had some internet cache as a series that deserves a sequel, so I totally get the reason that an indie team would go for something that has high likelihood for sales. That provides a ton of potential for stability for a small team. However, I guess I also think that if you’re going to do that you should be providing an experience that is….less blatant? There’s so many things that could have been improved here over the original. Combat could have been better. Collision could have been better. The police system is miserable and should have been better. It just feels like a missed opportunity. Ya, totally take the core gameplay that is there but at least respect the fact that games have improved a lot in 20 years.

Which I guess brings us to the point where I think you’d expect me to say not to play this game, but I can’t. It’s frustrating as hell that this is a game that wasn’t modernized, but it’s still fun. Despite the problems this proves that the Jet Set series has legs to it. This may not be a modernization of the formula, but it at least provides more to the formula, so from that perspective I guess I totally recommend the game. However, do go into it with the knowledge that you’re playing a game that for better or worse did not try to improve upon where it’s coming from.

How’d It Age #8 – Star Ocean: The Second Story R

More Info from Square-Enix

  • Genre: JRPG
  • Platform: PS5
  • Also Available On: PS4, Switch, Windows

In a year of wonderful remasters and remakes I’m finishing the year on another wonderful remake. This one is very similar to Super Mario RPG in that it left the gameplay largely intact while overhauling the visuals, but it took a decidedly more retro approach. Luckily, like SMRPG, it is also similarly still a ton of fun.

Having somewhat recently played some Star Ocean I apparoached this kind of knowing what kind of game I was getting into. I knew that combat wasn’t going to be overly complicated, but I knew it was going to be fun. What surprised me was how well this one scaled between low and high enemy counts, which is something that newer entries don’t necessarily do.

One of the big things that separates this entry is that there’s a very well telegraphed attack tell, which you can combine with a dodge button to knock away at a stun meter. You can also do that through normal attacks, but the dodge is way more effective. In a one-on-one or party-on-one situation, this is INCREDIBLY effective at knocking down the meter and stunning an enemy. However, you can also play a game of prioritizing attack cancels and just preventing the enemy from attacking nearly wholesale. This works great in multi-enemy fights as you can spread your party to focus on individual one-on-one fights. However, there are some fights that really penalize this and force you to set the party into full focus. Figuring out the fights with different strategies really works well to push some variety and keep combat from getting stale. It’s surprising to see how well this is achieved in such an old title, as the newer Star Ocean games really failed in this regard.

However, you start to see the age of the game when it comes to balance. It happens sort of slowly throughout the game, but over time the game’s intended balance of what you’re fighting and the practical balance of the bosses got clearly off. I never really narrowed it down to what I was doing wrong, but to not be one-shot by the end game bosses, I was ending up about 15-20 levels higher than the game was telling me was “appropriate” for my party, but it got me through. Luckily the game compensates – intentionally or not – with some grind reduction systems. Once an enemy icon changes from red to green, there’s a system to auto complete the fight in the overworld. This basically runs stretches of getting a level from minutes to 30 seconds or less, so the time to actually level up and move up is pretty forgiving. If you aren’t at the right spot in power, you just run around and auto battle a bit, adjust strategy a bit, and good to go.

This was ultimately probably a problem of me not digging deeper into the underlying crafting systems, partly because I’m lazy and partly because they are just too deep. There’s a three-page menu of crafting and helper-style stuff that you can level up per party member. It runs the gamut from actual equipment crafting to item creation to cooking to buff creation to stat up creation and more. It’s just so deep that unless I had time to really invest in a strategy to min/max my party, I was always going to fail on doing it right. As it stood I did it well enough to get decently high end items, but I think there was a clear path for me to do better and get more out of it to make my overall path through the game far more efficient.

The rest of the remake from a visual and audio perspective is extremely impressive. It’s obvious that Square is really leaning into the HD2D style that they started pushing in Octopath Traveler, but this one is a bit different. The environments are still pretty low-tech, but they’re a lot more traditional 3D with really good 2D character sprites to create a fairly interesting mix in styles. From an audio perspective it’s still the pieces you’d want with modern orchestration and voice acting. Where HD2D feels like a fun idea that can be a bit kitschy at full scale, this feels like a more practical middle ground that allows for them to be a bit separated from the environmental restrictions of the full HD2D titles. This is mixed with some modern UX touches (thank you wonderful maps) that really feel like they’re pointing at a way to do a SNES/PS1 style sprite RPG in a modern wrapping.

I guess if nothing else I’m glad this exists and I’m glad that it’s good. Star Ocean has had a pretty rough draw since the 360 era (and I know some people would also tell me that Star Ocean 3 was garbage). This one proves that there’s a place that the series should maybe go that’s a bit lower budget and a bit lower scope and really just make a fun sci-fi story that isn’t trying to reach to AAA status. The Divine Force felt like it was moving in that direction, but in full 3D. This title perhaps offers another path they could go. It feels like a game that is still worth playing despite being 25 years old, and that’s something to celebrate.