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Here's where you can contribute your thoughts and opinions for Shin Megami Tensei III: Nocturne (Shin Megami Tensei: Lucifer's Call) for potential inclusion in the forthcoming podcast.A friendly reminder that where the feedback for the podcast is concerned, we love it - but keeping it brief is appreciated. We do want to include a breadth of opinions where appropriate, but no-one wants a discussion podcast that’s mostly reading out essays. Better to save yourself time and cut to the chase if you can.

Comments

NyxFontana

I played SMT 3 Nocturne on the PS2 back when i was in high school. By this point i had already played Persona 3 and Persona 4 and i had convinced myself that i could handle whatever Nocturne threw at me. I was wrong, I got my fanny kicked up and down the labyrinth of Amara among many other places in the game Whether its the frequency of random encounters, the utter lack of direction in regards to where you should be going or what your current objective is, and the brutality of some of the bosses & mazes you need to navigate, Nocturne will grind you down very quickly if you are not careful and paying attention. My younger self was prideful and insisted on going through the game without the use of a walkthrough, but that was something i revoked later on in the game. If you are planning to play Nocturne now i would strongly urge you to use a walkthrough from start to finish as needed. It will make your journey smoother and it'll balance the playing field a bit in response to the lack of quality of life features within the game. In the end i finished Nocturne but at the cost of destroying any notion of returning to the game. The gameplay loop grated on me and the story's focus on world building instead of characters left me feeling cold and uninterested in everything that was taking place. The game just wasn't for me, but it taught me a hard lesson in regards to not using walkthroughs and how forcing yourself through entertainment that you do not enjoy tends to invite negativity and resentment that you dont need in your life.

Juli Reed

Nocturne has got VIBES. Aesthetically, it’s immaculate. Functionally, I found it puzzling; the combat can be infuriating, as it offers the “you unexpectedly died & have lost progress” roadblock experienced in many SMT games. (Also, that combat theme made me want to tear my ears off — why does it sound more compressed/distorted than any N64-cartridge track?😩) Nocturne has a special place in my heart, but one that’s informed more by rosy-tinged nostalgia than deep gameplay mechanics or engagement. But it deserves respect for the vibes alone.

M C

Shin Megami Tensei 3 is a masterclass in how to produce a sequel to a classic game series and move it in to 3D space. It might sound like hyperbole, but as a long standing fan of the series, SMT3 was as revelatory for me as when I first ran around the castle grounds in Super Mario 64. This isn't because SMT3 is groundbreaking in terms of how it uses 3D in a mechanical sense. In fact, SMT3 largely plays exactly like it's Super Famicom predecessors (I.e, balls hard & unrelentingly nightmarish). Instead, it is genuinely amazing how it translates the series gritty and nightmarish aesthetic. The unrelenting labrynths, the chaos of demon negotiation and fusion, the impeccable sound effects and the absolutely incredible soundtrack. This game looked like what the box art of the earlier games promised. When I went to Tokyo a few years back, getting lost in the endless corridors of Shinjuku Station and Nakano Broadway made me realise the kind of places that influenced this game, and I half expected some digital devil to jump out and demand money from me. SMT2 might be my favourite 'Tensei, and Soul Hackers is my all time favourite Megaten, but Shin Megami Tensei 3 is clearly the most refined game in in the series.

Cane and Rinse

Unfortunately you've missed the recording by a couple of days, but thanks for the post.

Juli Reed

Such a good comment!