
Become a mighty demigod and battle through a decimated Tokyo in a war between angels and demons. Make new allies along your journey, engage in intense, turn-based combat, recruit hundreds of demons and forge your own path to dictate the fate of all existence.
Most likely between $7.3M and $20.8M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $59.99 | 92% | approximately $12.2M |
| PlayStation | $59.99 | 95% | — |
| Xbox | $59.99 | 96% | — |
| Nintendo | $59.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1119 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I don't have a lot to say about this game. Everything I wanted and needed from the previous SMT games is in SMT VV. Therefore, I suggest you give it a try. 🫵 Give a try everyone! It's peak! 💪🔥💯✋🤚
I don't think Shin Megami Tensei V: Vengeance is a bad game. In fact, I can clearly see why it has such a dedicated fanbase. The fusion system is excellent, team building has a lot of depth, and there is plenty of room for experimentation. The problem is that after around 10 hours I realized I wasn't enjoying the experience itself. Visually, the game became exhausting for me. I understand the artistic direction and the post-apocalyptic desert setting, but everything started blending together. The environment, menus, highlights, UI elements and color palette all felt like different shades of the same yellow and brown tones. I never got the feeling of exploring distinct locations with their own identity. The soundtrack was an even bigger issue. I know many players love it for its atmosphere, but personally it felt more like ambient noise than music. There were multiple times where I heard screams, distorted sounds or strange effects and genuinely thought they were clues pointing toward secrets or collectibles nearby. They weren't. Eventually I muted the music entirely because it was actively hurting my enjoyment. As for the combat, the underlying system is solid, but the gameplay loop became repetitive. Most encounters boiled down to finding an enemy weakness and exploiting it repeatedly. I understand that much of SMT's depth comes from preparation, fusion choices and team composition, but I generally prefer games where the interesting decisions happen during the fight rather than before it. The biggest surprise was realizing how different SMT actually is from Persona. I went in expecting "Persona, but darker and more serious." What I found was a completely different experience that only shares some mechanics. It turns out the things I loved most about Persona weren't the things SMT focuses on. I respect what the game is trying to do, and I completely understand why many people consider it a masterpiece. But after giving it a fair chance, I realized I was enjoying the idea of playing SMT V more than actually playing SMT V. This is not a bad game. It's just not my game.
If there's one consistent trend you can ding Atlus for, it's their love of enhanced rereleases, with a modest amount of extra content, a healthy level of QoL, a new character or two, and a new price tag. It's certainly consistent enough that even Sega has noted that it's harming their sales. Still, while it's always a bit hit or miss if it's worth picking up and replaying an Atlus RPG when it gets the obligatory enhanced edition and port, Shin Megami Tensei V: Vengeance more than justifies the double dip and is well worth it if you never got it back on Switch. The mainline SMT games are relatively broad in their overall style and focus compared to the popular Persona branch of the family tree. You can generally assume that a SMT game sticks you in the middle of (or after) the apocalypse, left to fend for yourself by making a party of a handful of human allies and a lot of demons, and generally deals with What Comes Next, often a factional battle for the right to decide which moral alignment or philosophy will create a new world. SMTV sticks in this lane; your student character finds himself in a ruined desert wasteland (the Netherworld) with indications that Tokyo was destroyed in the apocalypse 18 years prior, and the journey peels back what exactly happened and who's jockeying for the right to claim the throne of creation and start the world's next cycle. The actual contours of the lore in SMTV are an interesting take on creation and divine mythologies, even if the game ends up being story light at times, and centers around demigods known as Nahobino, fusions of humans and demons. Your character becomes Nahobino at the start of the game by fusing with Aogami, an artificial deity, and gains both a healthy set of protagonist powers and an absolutely incredible head of hair. From there you explore the Netherworld, fighting and recruiting allies, doing a whole bunch of demon fusion, finding items, and so forth. One of the main swerves with the Vengeance edition is the presence of an entirely new story campaign, and it's just as big as the original. The original game's story, known as the Canon of Creation, is still there and playable, and focuses primarily on the philosophical and factional conflicts around the recreation of the world. It's interesting enough and functional and if you've never played SMTV, it's still a pretty good baseline for things. The curveball is the brand new Canon of Vengeance route. While there is some overlap of the Creation route, the Vengeance route introduces an entirely new set of adversaries seeking revenge for ancient wrongs, curves the plot quite appreciably, and even places you in entirely new areas for the middle third of the game. Vengeance also introduces a new main character in Yoko Hiromine, a delightful addition to the cast and effective Chaos alignment representative; she's smart, has a dry sense of humor, hates cars, and asks a girl she's known for two minutes if she would be willing to commit murder to stop school bullying. Yoko's great. A new player wouldn't be lost playing the Vengeance route first, but it's definitely a harder experience and in many ways feels like a fun remixed twist on the story and campaign meant to keep you guessing. When so much of the time an enhanced release of an Atlus game throws one or two more moderately sized dungeons at you and calls it a day, an entire new campaign and content supporting it is an impressive level of commitment here and makes it easy to recommend the new release if you liked the original. Regardless of which route you choose, SMTV follows the same general gameplay trajectory. Instead of being a set of linear dungeons or small areas to explore, V scales up and is mostly set in a few large regions. It's not full open world design, as your path through the regions is still somewhat linear, but there's a ton of secrets and items to find, loopbacks, quests to find and solve, and general freedom to travel where you need. It feels manageable but still rewards diligence. SMTV doesn't lean on random battles, but instead populates these areas with demons for you either to directly engage, ambush, or avoid; it's very possible to fight a relatively small number of normal battles and instead level and power up from the abundant number of boss fights and quests scattered across the game. You'll recruit and fuse demons to flesh out your party and best prepare for the battles ahead using relatively standard franchise conversation processes, and there's hundreds of possible demons to interact with and fight or use. SMTV also follows from other mainline SMT games and gives you full freedom to customize your Nahobino, both in terms of stat allocations but also choosing which skills you want to slot in, which affinities you want to prioritize, and which resistances and weaknesses are most manageable at present. There's a lot of flexibility and replayability here and the sense of growth over time is very well done. The combat system is your standard-at-this-point Press Turn system with a few tweaks but it's accessible yet instantly familiar if you've played SMT, Persona, or Metaphor in the last fifteen years. The Vengeance release of the game further fleshes things out with a bunch of content and quality of life enhancements across both storylines. There's more demons, more sidequests, more new boss fights, more active and passive skills to learn, and there's new passive 'miracles' to grant your Nahobino and party new capabilities . Every demon in the game has a new inherent passive ability that can have dramatic impacts on battle performance and lead to new party building considerations. There's new key items you can get that unlock the equivalent of the fusion spells from prior games - special abilities that can be used if you have specific sets of demons in your frontline or reserve. Map traversal is easier with a new rail system that grants you point to point shortcuts to new hidden areas and between different parts of the main region maps. You can save anywhere you want now. A new "Demon Haunt" feature lets you chat with your demons and get extra items or power boosts on the side. Overall pretty much every aspect of gameplay has been touched and improved for the better. Much like the original release, the presentation values are good, if a bit small in scale at times due to the original Switch hardware. Demons look great, animations are good, the maps are a little bit samey but have enough twists to them that it's still pleasant to engage. The voice acting is reasonably solid. The real winner here is the soundtrack, which is just full of wonderful tracks, ranging from peaceful ethereal songs to one of the most diverse sets of high energy combat tracks you'll ever find. The Vengeance campaign adds even more of them and it's definitely a game to keep music volume maxed out for; there's hours of great battle music to just enjoy and it's one of those situations where a really great album happens to come with a cool game on the side. You can point your finger at some of the pacing issues that SMTV has and retains in this edition, and if you want to take full advantage of the variety of fusions available here you'll probably do a lot of extra relic and treasure hunting over the course of your game. The story can still be a bit light or thin at times. Difficulty can spike unexpectedly at certain points. If you don't like combat heavy RPGs, this definitely won't be for you. All this said though, Shin Megami Tensei V: Vengeance is a fantastic game that's worth a look for anyone who likes console flavored RPGs and is even worth a look if you played through the original 2021 release. There's a lot of game here waiting.
[h1][b]真女神转生V V[/b][/h1] [b]“浮尘何所有,眼见多无常。世事关心处,忧深叹息长。——《万叶集》”[/b] 玩之前扫一眼商店的评测看到,不少人说这游戏“战斗爽”!那其实呢,这个“爽”的意思不是说它战斗系统做得有多与众不同,跟女神异闻录、暗喻幻想、灵魂骇客,差差不多。我看了一圈也纳闷,一个回合制游戏战斗能爽成啥样,跟33一样格挡的吗?后来才发现,大家说的“战斗爽”意思是“一直战斗一直爽”,这游戏抛去了其他有的没的,甚至极端点,像怪物猎人,剧情什么的压根不重要,战斗、培养是最大乐趣。 什么皮克希,邪恶霜精,杰克灯笼这些家伙已经是我历经了[url=https://store.steampowered.com/app/1382330/Persona_5_Strikers/]P5S[/url],[url=https://store.steampowered.com/app/1687950/5/]P5R[/url],[url=https://store.steampowered.com/app/1777620/2/]灵魂骇客2[/url]之后,第四次见到。有点意外的是,并没有产生任何审美疲劳,也许归功于本作大量的恶魔种类,270种!时不时冒出一个从未见过的,让人眼前一亮。[spoiler]灵魂骇客2约为160种,P5R约为240种[/spoiler] [h1]创世女神篇or复仇女神篇[/h1] 相信不少人跟我一样,游戏一开始,系统问玩家要不要牵起未知少女的手,一选完,它就提示,是否抓住了少女的手,将在很大程度上影响故事的内容。一边是原生的故事,另一边是[i]新追加的故事[/i]。于是就切出游戏,去查一下这俩到底啥区别。 首先我的答案是——强烈建议第一次玩选创世女神篇,也就是[b]不牵手[/b] 有个手不试着牵一下,就像有个按钮不试着按一下一样,刻意又违和的被操纵感,会很不情愿。那我觉得这是它游戏设计上最大的问题,如果它换个问法,你是否玩过真女神转生5原作,还是想直接尝试[i]改编版[/i]的内容?也许就好消化得多。 没错,是改编,不是追加。它和[url=https://store.steampowered.com/app/1687950/5/]女神异闻录5皇家版[/url]最大的不同之一——并非扩充了内容,而是替换了原内容。创世篇四个章节,复仇篇则是把其第三章完全替换,做了新地图,加了新角色,编了新任务,由于第三章被替换,使得前两章的铺垫和第四章的结局略有不同。但如果你秉着玩新不玩旧的判断选择复仇女神篇,那对不起,你选错了。因为这俩没有高低之分,而是不尽相同的两个故事。有点类似[url=https://store.steampowered.com/app/1042550/Digimon_Story_Cyber_Sleuth_Complete_Edition/]数码宝贝:网络侦探骇客追忆[/url]两个游戏打包在一起,有个游玩顺序的先后之分,但它的差异化真没那么大,只是复仇篇的人物塑造是默认你玩过创世篇的,如果只玩复仇会觉得剧情非常奇怪。 要知道,创世篇4个章节三个阵营,天使、人类、恶魔;复仇篇同样4个章节,却硬塞一个额外的女魔阵营。在同篇幅的情况下四个阵营,就肯定得削减原始三阵营的戏码嘛,最后的结果就是,转折突兀,情节松散,人物刻板。 且不单是情节,游戏体验上,创世也比复仇好不少。创世篇更像是一个单纯的抓宝养成游戏,你和兜里的恶魔们其乐融融;复仇篇就有些“P化”了,也不懂为啥,非要把人类NPC塞到你队里跟你并肩作战,你们几个是有啥用喔?其让人无语的程度,不亚于宝可梦对决不丢精灵球,叫你同学直接冲上去抱着啃对方的皮卡丘。。。 然后呢,复仇篇会有两个唱双簧的同学。一模一样的任务,创世篇自己一个人做就做了,复仇却要说教一番,大意就是,一个说你怎么这样,另一个就说弱肉强食嘛,然后第一个又说我还是希望世界可以没有争论,第二个就说你这样想也太天真,最后话筒给玩家,让你选你觉得怎么样,说实话有点烦,尤其是其中一个角色,跟个杠精一样,什么事都要找补,像极了Deepseek。所以评测里看到有说什么神人剧情,神人队友的,一眼便知其玩的什么版本了。 而前面说没有高低之分,指的是系统层面,比如批量使用道具、更多传送点,这些东西其实是复仇篇新增的,但由于它们现在合入一个游戏,让原始的创世篇也有同样的功能,真不知输什么。所以我个人更喜欢创世篇多一些。 [h1]节奏轻松[/h1] 如果硬要放一起比较的话,我感觉这女神转生5比女神异闻录5更好玩。 它的体验十分像[url=https://store.steampowered.com/app/1530160/_next_0rder/]数码宝贝世界[/url],恶魔们有自己的小社会,发布任务的是恶魔,要去讨伐的是恶魔,一起闲聊的也是恶魔,甚至恶魔合体又怎么不算是一种网状进化呢。天天就跟各种恶魔混在一起,抱着个图鉴到处逮,完全没有主线任务或时间推移的压力。悉悉索索地很多小事情可以做,比如捡到个香看看要给谁用,合成了新的恶魔,新的恶魔又解锁了新的恶魔,合出了喜欢的恶魔看看怎么把技能七拼八凑一下,突然想起来我都五十级了还有个四十多的支线没打,去看看!去的路上,哇正好遇到个合成素材,抓了,传送回去继续合恶魔。最重要的是,哪怕啥也不干发会儿呆也觉得充实又惬意,像极了我玩[url=https://store.steampowered.com/app/1174180/Red_Dead_Redemption_2/]荒野大镖客2[/url]的时候,杀完鳄鱼追兔子自顾自忙得不可开交,甚至没什么企图,就是想骑马去小山坡上用望远镜四处看看。 而P5R中我比较喜欢的部分是,提前把心偷了,然后开始想干嘛就干嘛的自由活动时间。可是看着它的倒数日,就会开始焦虑,日子越临近压力就越大,我就知道,哎呀,又要看一大段不是对话就是动画的东西了,要不边吃薯片边看吧,还得小心手指油乎乎的话别沾到手柄了,要不用筷子吃吧,哇一次性筷子还用完了,这游戏怎么这么麻烦啊!我玩别的游戏就不会有想吃薯片的时候! 除此之外,它还有超越大部分JRPG的地图设计,十分灵活,自由的路径,撇去了条条框框的边界和空气墙。 [h1]战斗系统[/h1] 7种属性,单体,AOE,加减攻防回避命中的buff,再加上回血和一些有的没的异常状态,放在回合制战斗里算是比较简单直白的那类。 用弱点属性或打出暴击就能多行动一次,打中无效属性会减少两次行动,打中吸收或反弹属性则直接结束回合,敌我皆如此。以至于不同的属性就用不同的恶魔上场攻防,说白了乐趣其实还是在恶魔们的培养上,我的大部分时间也确实是泡在图鉴里精打细算。 到了最后,当玩家给自己和恶魔们配上全属性无效,反弹,敌人就开始用贯穿或者万能了。而本作的万能属性,一般打不出暴击和弱点,没法附加一次行动,低人一等,却在敌人手里颇为强力,因为只能防御挨打祈求存活。完全是数值的碰撞,看是你血厚还是对方伤害高,说实话也挺无聊的。这就是为什么我特别喜欢[url=https://store.steampowered.com/app/803600/Disgaea_5_Complete/]魔界战记[/url],动辄伤害破亿让数值完全失去意义。 而最后的最后,战斗套路收束,面对一些强得离谱的非主线BOSS,你不得不用某个特定恶魔去嘲讽抗揍,拿某个特定技能去暴击输出。网上千篇一律的胧一闪,同套打法让我想到了有一阵子打[url=https://store.steampowered.com/app/1449850/YuGiOh_Master_Duel/]游戏王[/url],天天就遇到,[i]水机十字[/i],虽然它们后来进了禁卡表,但那阵子真的超无聊。一个个活生生的人类玩家,却像BOT一样流水线操作,看对方磕磕巴巴地摆弄十字水机,那我为什么不直接去打人机。本作的和解方式则是通过降低难度或刷高属性数值,至于刷数值的乐趣,就见仁见智了,我刚开始有想法,但到结束时也没有一个恶魔的属性是全999。 在游戏过程中我多次吐槽,它的战斗机制还是略显单薄,围绕着属性弱点的博弈,一旦有一方变成无敌,而另一方要超越无敌,整个系统就坍塌了。其战斗的乐趣,不如我前阵子玩的[url=https://store.steampowered.com/app/1971650/_II/]八方旅人2[/url],不过没关系,因为给我带来最大乐趣的部分是恶魔捕获與合成。 [h1]槽点、优点、缺点、特点[/h1] ——一周目玩了80小时,二周目本来想速通结果还是玩了50小时,主要是想对比看看创世篇和复仇篇究竟有何差异,到头来200只“猫”又找了135只,支线又全清了一遍。发现除了第三章和结局,改动其实不大,包括原第三章的NPC也不过是换了个地方,台词基本没变,再多加一两句话罢。不过有的部分就整个不一样了,印象比较深的是宙斯·奥丁双打,两个大雷,根本遭不住 ——专属技能不如数码宝贝有诚意,这边只是人均独特被动,不像人家是每只都有1-2个独特的技能动画。本作也有,但零星几个恶魔才有。大部分都是依靠通用技能,反正技能用一样的,所以说穿了都是数值,加上本作的可塑性,好用不如好看,挑自己喜欢的恶魔堆属性就完事了,像别西卜那样的,强归强,但大苍蝇实在太恶心,我就不爱带它玩儿~ ——我有种莫名的,洁癖?就比如说,楼下50多级的狼人,放在全图鉴里差不多中位数水平,但被动很不错,以至于雷属性毕业可以用它打,但我感觉很难接受,就觉得,最后的最后,留在包里的就得是湿婆,巴力这种顶点的神魔。 ——给我玩出巨物恐惧症嘞! ——支线基本以讨伐为主,去打全图仅一只的精英怪,报酬往往是解锁新的恶魔以供合成,或者属性永久提升,正反馈还不错 ——不必像P5S或R那样反复合体凑技能,每个恶魔会蜕层皮,带有其拥有的所有原始技能,直接使用就行,很方便! ——玩家的误打误撞逛地图基本不会触发突如其来的战斗,不论是主线支线,都会给个回头再准备,或继续向前的选项。而主线BOSS前的传送点尤为舒服。这种类型的游戏往往会探索到了主线点附近,想要离开下次再来又会顾忌再来一次跑路麻烦,它传送点设立的就无比贴心 ——说到传送,保存也很方便,随时随地手动保存,但是完全没有自动保存。只能说,习惯好的享大福,习惯差的吃大亏。 ——重开战斗极其不便,战斗中也不能开系统菜单直接读档,强敌的话也无法逃跑,只能等着被活活打死再说,主角后期一般带致命伤原地满血复活的被动,再加上几种抗性,被打死都要等很久 ——有时候很佩服自己,几十种恶魔在哪见过去哪抓怎么走都记得;但有时候又像老年痴呆一样把图鉴开开关关,诶,再看一眼,合成的素材是要去抓谁来着。。。 ——经典的JRPG技能只说描述不说数值,但比较离谱的有两点,一个是同级描述单体伤害比AOE高,比如说,单体大冰260,群体大冰230,可你靠技能描述是看不出来的,会以为学个群体,能打单能打多,无非就是多耗点蓝还不错;另一个是,同样级描述的技能,因为不同技能而伤害不同,比如这个是特大物理,那个也是特大物理还更容易暴击,结果前者伤害比后者高。 ——随身伴随的恶魔有数量上限,[url=https://store.steampowered.com/app/1984270/_/]数码宝贝时空异客[/url]这方面就很赞,无限容量。要说平衡性其实真没多少影响,毕竟回合制,换人也是要消耗行动的,无非就是包里属性万全一点,况且有些家伙压根不出战,就是放在兜里觉得很好看。而暂时用不上,占格子的恶魔只能删掉,不能给其他的吃掉化作经验什么的,有点可惜。 ——图鉴的拼音排序竟然还真是按中文拼音的,以前好像在什么游戏也见过所谓拼音排序,但完全是按照日语五十音去的,后来我就从来没信任过按名称排序。 ——非成就党,感兴趣的话可以结局前存个档,然后看看不同选择的结局即可;成就党的话,它多周目逻辑是,各路线最后打的BOSS不一样,然后有个NPC解锁的BOSS RUSH连战就会不一样,所以无法单纯靠读档走结局来解锁连战项目,只能在同一个存档下不断通关多周目来解锁所有战斗,这才使得它需要6个周目,传说是6.5,其实是6.1,第7周目很前面,遇到那个可以让你挑战BOSS的NPC即可。 [h1]题外话[/h1] 玩这游戏我还有一种乐趣,新解锁的恶魔根据外形猜它们的出处,比如这是印度的还是埃及的,然后再去看它们的背景介绍。虽然形象掺杂了制作组的主观设计,不过风格还是各有特色。 看着这些神神鬼鬼的背景故事,我不禁开始想,神话传说到底是怎么做到流传下来又高度统一的呢?比如古代人如果秉着,我没见过我就不信的眼见为实,那它不是当场就断掉了?如果比起什么牛头马面,我非要觉得是鹿头猪面呢,随意想象的话,它岂不第二天就乱掉了? 看到赛特的背景,“谋害了自己的兄长欧西里斯,又被欧西里斯的儿子荷鲁斯打败。”,于是想到一个很反直觉的事情,为何中国素来龙生龙凤生凤老鼠儿子会打洞,但神仙多半是靠自己修炼的,西方神话却遍布着血缘关系,北欧希腊不提,连埃及也是如此? 看到芬里尔的传说,“在诸神黄昏时,它把奥丁吞进了肚中。”,又想到个很奇妙的点,中国神话给我的感觉,很难像“芬里尔吞奥丁”这样,随手拎出两个具体的神,再说出一件标志性的互动事件。更像是各管一摊,这个管水,那个管火,老死不相往来,没有私仇,只有工作交接的官场图。 边玩边了解,边了解边思考,托它的福,查了许多东西,收获了些知识和见解,我也不搁这展开了,有兴趣可以自己了解一番。 P.S.玩到最后还是不晓得为什么会叫“女神转生”,更不知道为什么要加个“真”,倒不如叫,“恶魔召唤师”! P.P.S.玩完之后,比起P6,我更期待真女神转生6了,可是前者已经建好[url=https://store.steampowered.com/app/2649560/6/]商店[/url],后者影子还没有呢(。ŏ_ŏ)
if you hate yourself and love hardcores rpgs this is your good start of the game also the demons are very very...very good looking, especially the masked ones, just saying~
Having played Atlus games for the first time in recent years, and really enjoying Metaphor: ReFantazio, Persona 5 Royal, and Persona 3 Reload, the Shin Megami Tensei series seemed like a good place for me to continue exploring their work. Unfortunately, Shin Megami Tensei V: Vengeance didn’t click for me the way that the other Atlus games did. My main issue with Shin Megami Tensei V was that it became incredibly repetitive to play. While the minute-to-minute gameplay was very fun, there just wasn’t enough else going on to break up the similar battles and frequent fetch quests. In some ways, this felt a bit like the problem I had with Persona 3 Reload: Episode Aigis. While I really enjoyed the main game in Persona 3 Reload, I found the relentless dungeon crawling in Episode Aigis much less fun. The turn based battle system is great, as is usual for Atlus games. In order to find success with the press-turn mechanic, you need to think about fusing demons and building a team that can account for a variety of different enemy weaknesses. Every time you fuse a new demon, you need to ensure that you’re selecting a set of skills that not only are strong individually but also complement the rest of the team you’re bringing along. I also enjoyed the system of getting stronger through miracles, which are unlocked via a currency you find from exploring the world. Being able to afford a new powerful miracle felt like a great reward for exploration, and was one of the highlights of the game. For me, having the life-sim sections of the Persona games and Metaphor: ReFantazio alternate between dungeon sections really helped to keep things fresh, and avoid that burned out feeling that I was getting from Shin Megami Tensei V. Persona 5 Royal really nails that for me by not only frequently changing up what you are doing, but also by giving each dungeon its own unique theme. That contrasts with the very similar desert environments and slowly changing cast of demons that eventually burned me out. I found the story of Shin Megami Tensei V uncompelling, and it wasn’t driving me forward to keep finding out what was happening. Without anything pushing me forward, the fun individual elements of the game weren’t enough to keep me from bouncing off of it. The point where I decided to move on was after completing a fetch quest, only for the quest giver to immediately ambush and one-shot my team before I had a chance to save. I hadn’t lost a ton of progress, but it did make me realize that the moment-to-moment gameplay just wasn’t enough fun for me to want to redo work I had already finished.
悪魔のお尻が煽情的ですが誘惑に負けてはなりません 天使のお尻も魅力的です
1st game to teach you that you should save after every breath as god could decide to kill you at any point in time
I was hooked by the initial trailer of the original SMT V, so much so that it became one of the main reasons to get a Nintendo Switch. The game took its sweet time to come out ever since that trailer, the story and characters were also unfortunately lacking, but the atmosphere, aesthetic and combat were some of the best I have ever encountered. The game occupied a part of my memory and never left ever since. While the classic Atlus rerelease strategy is hard to defend, the original game was a prime candidate for an improved version. Learning that SMT V was going to receive an enhanced edition on multiple platforms was very exciting. The game runs and looks great on PC and the Steam Deck. Vengeance brings an absolute ton of improvements. New campaign, soundtrack, sidequests, demons and so much more. There are Magatsuhi Rails, which make getting around in the maps much smoother, Demon Haunt for hanging out with demons, which have also received a lot of opportunities for additional lore, unique abilities and customization. The original story, Canon of Creation left a lot to be desired. The general premise was pretty cool, but the story beats and characters did not have much impact. Vengeance, while definitely better, is not quite there either. The story begins similarly and slowly starts to branch out into its own thing. You actually have guest characters in your party every now and then, which sneaks in a good chunk of new character interactions throughout the story. While there are more interesting story beats and more good character interactions in this route, some aspects, like Dazai’s character, have not been fixed. I think that relying on the foundations set by the original story, instead of making a completely new one is part of the reason that Canon of Vengeance also suffers similar issues. But I do understand that making a completely new thing was not really sustainable. The gameplay loop was endlessly entertaining to me. SMT V introduced multiple open zones as a replacement of classic dungeons and while I understand that not everyone liked this decision, I definitely did. Starting off, controlling the Nahobino felt very good. The controls were responsive, sliding down hills felt very cool and the slash attack very smooth to use. Navigating the world felt incredibly good considering that this is still very much a turn based combat game. The environments were very interesting to explore. There was a lot of verticality in each map and finding your way to points of interest sometimes felt like a little puzzle to solve. I loved the post-apocalyptic designs and the soundtrack accompanying the exploration was divine. The music consists of an amazing blend of rock, metal, electronic with ethereal and otherworldly qualities. This might be my favorite video game soundtrack of all time and I have been keeping my eyes on Ryota Kozuka’s, the composers, work ever since. Also, there are a small number of classic dungeons as well. To be honest, while they were pretty okay and had decent puzzles, I much preferred the open zone approach. I also have to point out the interesting approach to the demons roaming the levels. At its core, you have the classic behavior of demons chasing you when spotted, or running away if their level is too low. However, the game’s approach to how demons act evolves over time. Some demons fly way beyond your reach and dive down to get you when close. Other demons perform attacks even before a fight breaks out, like the Nozuchi attempting to suck you in or the Mad Gasser spraying gas to get you. There are some demons that move in a formation or ambush you from out of nowhere. Sometimes, the demons even form a wall that you have to break through if you want to move past them. There are also colossal demons, with far bigger in-game models that you have to avoid because they are usually far stronger when you encounter them for the first time. The combat is the classic press-turn system, tuned to perfection. Hitting weaknesses gives you more moves per turn, while defending them with some kind of affinity resistance reduces the enemy’s. These rules apply to both you and the opponent. There are Magatsuhi skills, basically a special move to perform after filling out a meter. Starting with a basic always-crit ability, depending on the demons you carry, the additional Magatsuhi skills come in all kinds of offensive, defensive and utility forms. Enemy demons have these as well. With the endless customization options for both the Nahobino and demons, any difficulty you encounter during combat is always solvable by adjusting your party setup and grinding is never a necessity. The demons are an absolute highlight. They have a lot of individuality in terms of their unique abilities, but can be heavily customized as well. There are a lot of funny conversations during negotiations, sometimes, if you carry a specific demon, they pop out to join the talk. They also have an absolute ton of small convos in the Demon Haunt, where you can also give them gifts to increase their strength. In some side quests, you end up actually controlling the demon to investigate, which leads to some funny demon scenes that do not involve any humans at all. Overall, Vengeance is an incredible JRPG, could have easily been my favorite from Atlus if not for the shortcomings in the story and character departments. The atmosphere, style, music and combat are absolutely stellar.
建议人群:回合制爱好者,战斗爽,阿特拉斯凯子 不建议:剧情党,全成就玩家 [strike] 本作又名《胧一闪转生五》 [/strike],游戏流程是抓宝可梦,合成新宝可梦,去新地图,继续抓宝可梦,合成宝可梦,与宝可梦培养感情。 本作战斗系统很优秀,有深度,上限极高。各种专属被动,祸灵技,可以构筑各种各样的玩法。隐藏boss也有难度,并不无脑。 地图设计顶级,充分发掘了立体地图,有小地图和类似于上帝视角的云上视角,又使得其地图较复杂,尤其是魔王城,神中神。 剧情方面一般,剧情量少,空洞,人物塑造也不算好。但世界观比较吸引人,融合了世界各种神话传说。 成就方面不算困难,但是很恶心,需要一个档连续打六周目观看全部六种结局,最后七周目打boss连战。非常枯燥乏味。 最后[spoiler] 物理盈满的 物理兆倍盈满的 专注会心的 贯穿之斗气+5的 专注会心的 龙眼的 无恙的胧一闪+9 [/spoiler]