Shin Megami Tensei IV Review
For role-playing aficionados, the 3DS has become an obligatory purchase. From Nintendo’s own Fire Emblem: Awakening to Atlus’ output of Shin Megami Tensei: Devil Survivor Overclocked, SMT: Soul Hackers, and Etrian Odyssey IV: Legends of the Titan, the dual-screened device has been receiving a cornucopia of titles which rival console-based experiences. The latest instance of this trend can be found in Shin Megami Tensei IV, a title which consummately merges 3DS functionality with deviously difficult JRPG tenets. While the latest entry in Atlus’ beloved MegaTen series in no pushover- with Death tenaciously lingering in the sideline, adversity becomes an impetus rather than an impediment.
The game’s introduction thrusts players into the role of young man who is summoned to Mikado Castle along with similarly-aged compatriots. At the stronghold, the youths slip a gauntlet onto their forearms- and if the device awakens, they become an apprentice samurai, tasked with stopping demons from encroaching on the kingdom. While the setting suggests a vaguely medieval context, both the game’s hazy prologue and the high-tech gauntlet foretell of narrative surprises. As JRPGs go, the MegaTen series has largely shirked the whimsical tone and non sequitur plot points that are common to the genre. Shin Megami Tensei IV is no different; although a few comical exchanges can be found, the game refrains from vacant melodrama.
Knowing protracted preambles can hamper a player’s enthusiasm, exploration into the first dungeon occurs in the title’s first half hour. Here, SMT IV reveals the foundation of its laundry list of mechanics, as gamers discover the nuances of exploration, demon coaxing and fusion. Surveying the initial cavern under Mikado Castle shows how far the series has evolved. Where MegaTen’s probes once relied on stiff, grid-based progression- scouring through dungeons, forests, and towns now offers a nice sense of freedom. Players can use the 3DS bumpers to rotate the camera around their character, while peaks and low passageways are stressed with an attractive VR-like highlighting. Details such as spiral staircases and elevated crests add environmental complexity, endowing each setting with a lifelike feel.
While each location is teaming with antagonistic creatures, combat is rarely compulsory. Pixelated avatars mill about each milieu, allowing players to evade them, or if they are feeling belligerent, to earn the upper hand in battle by initiating a sword strike. Should players take on the demons, they’ll learn to exploit elemental weaknesses, which can grand additional strikes via the Press-Turn system or boost damage and avoidance stats via the new Smirk technique. However, these abilities aren’t exclusive to the adventuring party’s arsenal- demons can also use these systems, quickly transforming an encounter into a bloodbath. When the party is wiped out, they’ll visit the overburdened Charon the ferryman at the river Styx, who is all too happy to revive players for a healthy amount of currency or even Play Coins.
Cleverly, that isn’t the only component in SMT IV that utilizes the 3DS’s capabilities. Once gamers pass the twelve hour mark, they’ll be granted access to an ID card which boasts gamer progress. Ascribing a demon to the certificate even allows the creature to be augmented, allowing the beast to come back with increased stats or new abilities. Currently, the game also has hooks for downloadable content, but at the time of this writing, no info is available on what type of content will be offered. Hopefully, Altus keeps any new content inventive and inexpensive.
Although tangling with demons is always an option, sporadically a more diplomatic approach will work in the player’s favor. By initiating dialog with a creature, gamers can coax the fiend into joining the adventuring party. From threatening, flirting, bribing or showing restraint, players will have to glean the proper technique to woo each beast. Once they do become an ally, additional actions become available. Players can fuse members of their roster together, unlocking stout creatures with new abilities. Occasionally, these aptitudes can even be passed onto players, giving SMT IV players a lot of flexibility.
If the sum of these mechanics sounds overwhelming, SMT IV includes a few tools to acclimate gamers. Burroughs is a supportive, J.A.R.V.I.S.-like artificial intelligence which not only extends in-game apps to help players, but always saving at almost any time. Mido, a voxel-based assistant not only gives assistance for the fundamentals of the game, but also provides access to an informative the Demon Compendium. He’s also the catalyst to demon fusion, disclosing to players the product of each synthesis. Although players will spend quite a bit of time in the game’s menus, the decision proves deft. Rarely do gamers get caught in bit of long-winded, expository conversation- instead information is tucked away, available to those who seek it. The one downside of this succinctness is that mission data can be a bit vague; gamers might have to engage in a bit of experimentation to clear a main or side quest.
Aesthetically, SMT IV is adept, showcasing several different visual styles and competent voice acting. Exploration is articulated in an appealing third-person, 3D perspective, elevated by a fluid framerate. Character dialog employs attractive hand-drawn portraits, and is elevated over the typical conversation by the Ken Burns-effect. The game’s collection of demons is as artistically accomplished as it is worldly- with over 400 beings from Japanese, Polynesian, Chinese, Greek, Roman, and Norse mythology. Sonically, the title impresses- demons have distinct grunts, groans, and giggles while NPC’s dialog is convincingly acted.
For some, SMT IV’s sole downside will be the game’s difficulty. While dying twice opens the ability to play on an easier setting, a few elements are poised to frustrate players. Unlike RPG convention, demon destroying doesn’t bequeath currency- and since some creatures demand a signing bonus before coming on board, money in the game’s early hours can be scarce. As mentioned earlier, combat especially boss battles can result in a quick defeat. Yet, as long as players exploit every advantage given to them, they should be able to persevere without experiencing too much frustration.
Don’t let Shin Megami Tensei IV’s $50 MSRP scare you off. Inside the cartridge (or 14,334 block download) players will find a profusion of engaging undertakings able to captivate them for a hundred hours. For those that have observed the MegaTen series from the sidelines, there’s no reason not to pick up this iteration. SMT IV requires no previous franchise knowledge and offers enough guidance and resources for almost anyone to enjoy. While the game can be tough at times, it’s rarely unfair, rewarding observation and a diligent saving schedule.
Review Overview
Gameplay - 90%
Story - 90%
Aesthetics - 94%
Content - 100%
Accessibility - 80%
91%
Excellent!
A portable experience that matches the depth of a console game, Shin Megami Tensei IV is destined for distinction as one of the best role-playing experiences of the year.
Wow great score. I never played a SMT game so I’m curious about this.
Guess people should skip Time and Eternity and pick up this instead?
Ok, happy Deagle is back and back with a vengeance.
Great review. The SMT and Persona games are some of the best RPGs around.
I hear it like a very twisted version of Pokemon. I’m ok with this.
Sounds like SMT IV isn’t that much different from some of the other Megaten games, except for the story.
Are there social links in this one?
No social links. Demon capture replaces that part of the game.
So is the game anything like the old Wizardry games? I loved those.
The combat is but demon catching and raising takes this to a new level.
Hard to believe there’s hardly anything wrong with the game. Still I can wait for a price drop.
Good review as usual Deagle.
How are the SMT games different from the Persona ones?
Great review. I’m picking up my copy today. I cant wait to dig it. It’s like my summer novel.
The 3DS and Vita are becoming the system to own for JRPG fans. Here about D4 coming to Vita, Robert?
Has it been announced for US yet?
Wow, I expected a positive review but not a 91.
Looks like I may have to pick it up.
Good review. Sounds fun. Last related game I played was P4 for Vita which I loved.
So far this game is kicking my ass. Death has asked for 30 of my Play Coins. Actually, it nice than some game uses them, I’ve had 300 for the longest time.
So… here’s my day.
Decide to but SMTIV.
Collect dept for Ex-GF.
Drive to store, minor fender bender when some one backs up into me.
Buy game. Have 40 cents left over for lunch.
Drive home. Run out of gas (see above). Push car to friends house.
Get home, put cartridge in.
3DS in not charged. red flashing light.
OMFG. FML! FML! FML!
PS Papa, repeat after me:
“It will be ok. Tomorrow will be better”
Sorry, sounds like a rough time. Who said being a gamer was easy?
That sounds like a horrible day, PS Papa. I hope your luck turns around very soon 🙁
Great review. I’m a noob to the series, but from what I played (a bit of Soul Hackers and some P3) Ilike what I saw.