To recruit new demons, you have to talk to them in during battles. One mechanic that never works as well as this series wants it to is demon conversations. It is hard to describe just how good this game feels. However, the game allows the player to retry after a loss and is generally pretty friendly in ways that this series almost never is. It makes for a battle system that is prone to big swings in momentum, where good play can almost make it impossible for enemies to git hits in, but a bad matchup for the hero might result in a quick, helpless game over. It also has the Smirk mechanic from 4, where occasionally critical hits or hitting weaknesses powers up the next hit, guaranteeing a critical hit or giving certain attacks new properties. So it is a game all about finding and exploiting weaknesses. Unfortunately, the enemies can do the same. Hitting a enemies weak point gives the player’s party another turn. Shin Megami Tensei 4: Apocalypse is something of sequel/expansion to that game, and while it fits inelegantly with the previous game storywise, it irons out some of the gameplay flaws.Īs far as the battle system goes, Apocalypse continues to refine and perfect the press turn system that was first used in Nocturne and refined through the Digital Devil Saga games through SMT4, with similar systems also found in plenty of the spin-offs. My thoughts are more vague than specific. What I remember of that game, which I played more than five years ago, was that it was very ambitious and engrossing but had some balance issues and a chore of an ending. (I really should check my old laptop to see if I have any unposted stuff still on there). ![]() Or if I did, I somehow failed to post it. Before writing about Shin Megami Tensei 4: Apocalypse, I tried to go refresh myself on what I wrote about Shin Megami Tensei 4.
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