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Post by JDarkside on Oct 5, 2015 20:53:06 GMT -5
On the fence about Dancing All Night - for some reason I picked up Project Mirai DX and realized I wasn't really feeling a rhythm game at the moment. Plus I wasn't all that impressed with the soundtrack either - like Persona 4 in general, I love it but feel it's all a bit played out. I'm pretty sick of all the P4 stuff, all these remakes and sequels keep adding unnecessary elements to the original game. That game was perfectly fine as it was, and all the extra wacky stuff that keeps getting hopped on feels like it's subtracting from the entire point of the first game, or they retell it in a lesser way. P4A2 was pretty much the moment I was officially done with this stuff, there is absolutely no excuse for allowing that idiotic narrative to exist with any of these characters. That said, I still want to play Dancing All Night, just because it seems far more aware of its stupidity and silliness. It seems like the right way to handle a P4 spinoff, not the more serious attempts that keep throwing in terrible tropes and ideas (oh my god how I hate the existence of Marie).
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Post by Neo Rasa on Oct 5, 2015 21:05:58 GMT -5
Dare we hope for something that adds as much to SMT4 as Nocturne did to SMT3?
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Post by Deleted on Oct 5, 2015 21:09:32 GMT -5
Somebody on another forum I got to mentioned how the little green alien ghost has an incredibly similar pose and facial expression to Navarre. Looks like this could be something... Shit, you're right. Got to wonder what that will end up meaning.
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Post by Ryzuki on Oct 5, 2015 21:13:32 GMT -5
Still, P4AU is one of the best fighting games I've ever played, so I won't complain. (Even if the story is mediocre.) I almost would've preferred a port or a version that balanced out some of SMT IV's issues (Neutral requirement, unbalanced difficulty). Unbalanced how? I played on the standard difficulty and while it wasn't exactly the most difficult rpg ever, there were a few times I became slightly frustrated and relied on play coins to save me. As far as combat goes, the only thing I'd say was unfair was the same as any other SMT game, you don't know what you're getting into, so sometimes you gotta die just to figure out how to kill a boss. Neutral requirement I can totally agree with though. It seemed like so much of a burden, I didn't even wanna try... which is a shame, 'cause I want the ending. Edit: holy crap you people are fast. I always go back to reread my post for spell checks, and there's almost always someone ahead of me. XD Edit 2: Somebody on another forum I got to mentioned how the little green alien ghost has an incredibly similar pose and facial expression to Navarre. Looks like this could be something... Shit, you're right. Got to wonder what that will end up meaning. Wasn't that the spoiled rich pansy who did, basically nothing? Not sure where they're going with this, but there's no mistaking that's him...not sure I like it.
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Post by Chronis on Oct 6, 2015 17:18:38 GMT -5
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Post by mrsuzuki on Oct 6, 2015 19:25:29 GMT -5
Geez, still being a dick, eh, Navarre.
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Post by Ryzuki on Oct 6, 2015 19:29:26 GMT -5
Hopefully they'll give the cast a bit more emotion this time around. I couldn't really bring myself to care much for any of the characters last time, as they were all kinda boring and empty.
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Post by Neo Rasa on Oct 6, 2015 19:34:46 GMT -5
I felt the same way. I read an interview where one of the developers was saying how the lack of personality in the main and other characters (and like how you couldn't customize the main character beyond his name) was because since it's a numbered SMT game it has to be about a Japanese man in Tokyo only, but that really felt like a cop out given how bare bones all the supporting characters are. SMT 4 is easily my favorite 3DS game but I found the side characters you run into way cooler than the actual folks you're adventuring and supposedly bonding with throughout the entire game.
Strange Journey and Nocturne, while only the latter is a "numbered" SMT game, really blew the series open with how an apocalyptic event would work and the aftermath of it. And while I LOOOOOOVE that SMT4 is what it is, you could say its setting is a little less ambitious than either of those games.
I really did expect more from the main character's friends though, especially after the reactor area is finished and things really go crazy.
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Post by Ryzuki on Oct 6, 2015 21:49:12 GMT -5
Exactly... Aside from not knowing WHERE THE HELL I'M GOING, I really liked the world of SMT IV and many foes I came across. Where's your "friends" you get to see them a bit at the start, and then almost never until shit hits the fan. Gods forbid you're like me and only have one save file and set yourself on a route you don't want. (I don't want to do these things, Stoooooooop) I should probably get back to Nocturne at some point. It's one of many SMT games I got maybe 20-40% through and just gave up either due to finding an op boss and not wanting to grind/look up a walkthrough, or I just get lost and confused, sad to say. Which I suppose makes me a hypocrite for giving my brother a hard time when he gave up on P4. XD
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Post by Chronis on Oct 6, 2015 22:32:51 GMT -5
I should probably get back to Nocturne at some point. It's one of many SMT games I got maybe 20-40% through and just gave up either due to finding an op boss and not wanting to grind/look up a walkthrough, or I just get lost and confused, sad to say. Was it Matador? Everyone gets owned by Matador. Beating him is a rite of passage.
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Post by Ryzuki on Oct 6, 2015 22:39:49 GMT -5
I should probably get back to Nocturne at some point. It's one of many SMT games I got maybe 20-40% through and just gave up either due to finding an op boss and not wanting to grind/look up a walkthrough, or I just get lost and confused, sad to say. Was it Matador? Everyone gets owned by Matador. Beating him is a rite of passage. It was indeed. Some guys on the old ATLUS forums asked the very same question when I mentioned it there, so it's nice to know that everyone else noticed his bullshit.
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Post by Neo Rasa on Oct 6, 2015 22:56:35 GMT -5
Exactly... Aside from not knowing WHERE THE HELL I'M GOING, I really liked the world of SMT IV and many foes I came across. Where's your "friends" you get to see them a bit at the start, and then almost never until shit hits the fan. Gods forbid you're like me and only have one save file and set yourself on a route you don't want. (I don't want to do these things, Stoooooooop) I should probably get back to Nocturne at some point. It's one of many SMT games I got maybe 20-40% through and just gave up either due to finding an op boss and not wanting to grind/look up a walkthrough, or I just get lost and confused, sad to say. Which I suppose makes me a hypocrite for giving my brother a hard time when he gave up on P4. XD The game gets much easier after Matador except for a few chokepoints. This was the first big SMT game for a while, so Matador is sort of cool in that he's the brick wall where you really have to learn that the buffs/debuffs actually work (in many JRPGs they're mostly useless, UNTIL Nocturne came out and people noticed how cool games where they are effective can be, now everyone makes them count more except SquareEnix) and how the press turn system goes. Anyways here's how you beat Matador: You want the main character to be level 18. Once he's level 18 you can fuse, I want to say an Angel and a Pixie? It's an Angel and one other demon you can get in the Ginza shopping center. Anyways, if you're level 18 you can fuse them to create Ame no Uzume. Ame no Uzume is super important at this point in the game for two reasons. One is that she has a lot of magic points and can cast Media to heal lots of your folks at once. And the second is that she voids force magic, which is a huge help during the Matador fight since this will make him often waste a turn. She also can learn enough healing spells that I ended up keeping her for the entire game even if she was rarely in my active party. As far as getting lost goes, this is a long running issue with the numbered installments. Part of it is that emphasis on being all about Tokyo, I think they're developed assuming only Japanese people that live in Tokyo will play them. I notice that the in-game directions given by NPCs and such are actually really useful assuming you live there. They're exact same kind of directions I'd give to someone that lives in NYC to get somewhere there. But if you don't already know where the neighborhoods/etc. in Tokyo are they're useless.
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Post by Ryzuki on Oct 6, 2015 23:09:37 GMT -5
On the other hand, I'm sure it's super cool to everyone in Tokyo...but yeah, now that you mention it, SMT III and IV as well as Persona 2 were the one's I got lost in.
(Poor Square) I think FFXIII had quite a bit of use for buffs and debuffs...infact I don't think you could've gotten past certain bosses without 'em.
Anyway thanks for the tips on Matador. If I remember correctly though, what got me was his freakin' instant kill moves. Maybe I'll try tomorrow since my copy of The Last of Us seems to have disappeared.
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Post by retr0gamer on Oct 7, 2015 4:18:53 GMT -5
I've only really gotten stuck into SMT3 recently and beat Matador on my second try very handily. I learned from previous games that status effects are really powerful and especially accuracy/evasion stats and debuffs. Enemies missing attacks lowers their damage output and makes them miss turns. I'm not finding it that difficult at all since I'm taking full advantage of this and have a MC loaded with debuffs and buffs. You should go back to it now, you'll probably find it a lot easier.
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Post by kaoru on Oct 7, 2015 8:15:02 GMT -5
I think it was Fog Breath which is a double accuracy down for the enemy in Nocturne, right? It is so good, you can get it on your MC fairly early and I don't think I ever did override it with something else because it never was not super useful.
Matador and I'd say the first Dante battle are the wake up calls of Nocturne, it's super easy until that point, the whole hospital is basically one big tutorial masked as a dungeon, but Matador shows you that this game doesn't work quite like your usual JRPG, that you have to be willing to put the thought and time into making specific teams instead of trying to scrape by. The game never gets that hard again, though, at least not in the mandatory fights (funily both bosses aren't even in the orginal release).
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