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Seria Megami Tensei


Suavek

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Ale chciałoby się, aby te cechy charakterystyczne nie sprowadzały się także do fabuły. No bo który to już raz z rzędu sterować będziemy cichym protagonistą, który obserwuje jak jego dawni przyjaciele i sojusznicy opowiadają się po przeciwnych stronach "konfliktu", który koniec końców sprowadzi się do walki z lucyferem albo innym bogiem odpowiedzialnym za zamieszanie? Chciałbym po prostu, aby fabuła potrafiła czasem zaskoczyć, a nie że jestem w stanie przykleić bohaterom nalepki określające ich osobowości i ewentualne przynależności tylko i wyłącznie patrząc na okładkę. Grasz w Strange Journey i wiesz, kto skończy po jakiej stronie konfliktu. Grasz w Devil Survivor i jak byk widzisz oklepane schematy kopiowane z Persony. Patrzysz na okładkę SMTIV i już widzisz postacie, które skończą po stronie Law, a które po stronie Chaos. Nawet jeśli ogół fabuły będzie dobry, to mnie osobiście psuje takie coś ogólne wrażenia, gdyż nie oceniam postaci na podstawie dialogów, tylko podświadomie na podstawie przejawianego przez nią stereotypu.

 

Może się mylę i będzie inaczej, ale prawdę mówiąc o wiele lepiej wspominam bohaterów takiego Digital Devil Saga albo Devil Summoner, aniżeli właśnie tych oklepanych reprezentantów Law/Neutral/Chaos.

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Wiesz po części muszę przyznać, że też się mi te charakterystyczne rzeczy rzucają w oczy w poszczególnych częściach. Czasem to razi bo chciałoby się coś nowego ale w sumie tak to już bywa z seriami.

Akurat przykład DDS i DSummoner pokazał, że w ramach Megatenów można też stworzyć coś odbiegającego troszkę od określonych ram tego uniwersum, a przy tym będącego nadal grą w "duchu" Megatenów.

Mi się osobiście marzy by Atlus wypuścił trzecią część przygód Raidou albo chociaż serię anime stworzył bo potencjał jest duży.

Nie tak dawno przyszła mi paczka z VGP z drugą odsłoną. Cieszy mnie to podwójnie bo jak wiadomo jest tylko wersja USA ale o dziwo emulator mi na lapko całkiem sprawnie to emuluje więc też bezstresowo sobie pogram bo przerobionej kąsoli nie mam :(

Edytowane przez Paliodor
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Pierwsze wrażenia z SMTIV:

Shin Megami Tensei IV won’t come out until May 23 in Japan and July 16 in North America, but we got an early glimpse of the game. Atlus showed Siliconera an English build and I got to play Shin Megami Tensei IV from the very beginning, where the protagonist is floating in vortex.

 

If you have the 3D slider on, the hero hovers above the swirling blue background, but doesn’t pop out of the screen. That said, Atlus poured on the 3D effects with a flying logo, and even the health & safety warning pops out of the screen (it’s written on a scroll). A booming voice tells you the choices you make will effect not just you and asks for your name. By default, the protagonist’s name is Flynn so I went with that.

 

The vortex sucks Flynn, and he awakens in a city covered in flames. The scene is reminiscent of other Shin Megami Tensei titles and another voice instructs Flynn to run over. You can explore the city, but there isn’t anything to see other than burning cars and a glowing white presence ahead. The figure talks about fighting and then says that, now that Flynn has arrived, he can take form.

 

smtiv_imp_01_thumb.jpg

The presence turned out to be Walter, one of the samurai in Shin Megami Tensei IV. After conversing with Walter, Flynn is whisked away to a desert-like area. A stone head and another glowing entity lie ahead. A gentle voice says, “Good, now I can take shape, too. I prayed and waited longing for the day you would come.” This character is Jonathan, who has the opposite vibe of Walter. “The two of us are going to make a world where the peace we know today lasts forever.”

 

As indicated by the game’s box art, the contrast between black and white is a prominent theme in Shin Megami Tensei IV. Good and evil. Jonathan and Walter, perhaps?

 

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Another figure then comes into view—a fuzzy image of a girl. This character, simply called “Girl,” asks Flynn to revive her. The image looks like a deteriorated oil painting and with that, Flynn is back in the Eastern Kingdom of Mikado. Isshachar greets Flynn and talks about the Gauntlet Rite. People that graduate from the ceremony become full fledged samurai.

 

Shin Megami Tensei IV has event scenes similar to Fire Emblem: Awakening or Shin Megami Tensei: Strange Journey with character portraits on top of text. Atlus added zooming effects, so sometimes Issachar’s face will fly towards the player and other times the game will zoom out to show Isshachar again.

 

Players can explore the Eastern Kingdom of Mikado through menus similar to Devil Survivor or Etrian Odyssey. Residents in Mikado are split into two classes—the Luxuror and Casualry, essentially the haves and have-nots. You can visit the Casualry residences or head straight to Aquila Plaza to begin the Gauntlet Rite. Eager to become a samurai (and venture into dungeons), I went straight to Aquila Plaza. When Isshachar and Flynn arrive, another person is going through the ceremony. He fails to become a samurai and complains that the rite is just for show anyway. Isshachar says farewell, but tells Flynn they will always be friends.

 

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The camera then switches to a first-person view as Flynn walks towards Hope. The 3D effects are strong as the camera rotates showing the stone statue and then pans on the masked crowd.

 

Now, Flynn has a choice to extend his arm out to see if the Gauntlet accepts him or to not do so. Curious to see if the game would end if Flynn decided not to partake in the Gauntlet Rite, I chose to not extend. That just ticked off the ceremony head who forcefully grabbed Flynn’s arm and put the Gauntlet on. At that moment, Flynn became a Samurai.

 

I fast-forwarded to the first dungeon, Naraku the Hall of Flame. Shin Megami Tensei IV has 3D dungeons similar to Nocturne. The L and R shoulder buttons control the camera and you use the analog stick to move around. Dungeons have objects to interact with, like points Flynn can jump from and tunnels to crawl under. These have contextual controls like pressing up to leap and down to crawl.

 

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Enemies in Shin Megami Tensei IV appear on-screen just like the Persona games. If you press Y, you can swing your sword and strike demons before a battle begins. Similar to Persona 4, the sword tip has to hit the cuboid demon figure, otherwise the enemy team gets the first strike.

 

While Shin Megami Tensei IV has some features that make it more welcoming, Atlus did not dial down the difficulty. Regular enemies in the first dungeon can annihilate your party if they exploit weaknesses. The press turn system rewards ally demons and enemies with an extra attack if they hit you with a weak point. New for Shin Megami Tensei IV is a “smirk,” a buff you get after exploiting weaknesses a couple of times in a row. A smirking demon gives that demon a guaranteed critical hit on their next turn, which means they also get an extra press turn, too. Furthermore, monsters in the first dungeon like the Griffon can attack twice, and you don’t start out with a healing spell either.

 

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Flynn can learn new skills through the Whisper system. When demons level up, they can pass skills down to Flynn. You can pick and choose skills like Bufu and Dia if you can add Napaea the nymph in your party. You have to negotiate to get demons to join your party in Shin Megami Tensei IV and each conversation has three options. When I asked if the Griffon would join my team, he asked Flynn to extend his arm and also had a joke choice. I agreed to do so and the Griffon asked if Flynn was scared to die. I passed this question, too, but I had to give the Griffon macca (money) and then a life stone (healing item)… and then more macca.

 

Griffon still didn’t join, but he gave me a life stone back. Other times negotiations are even less successful, because if you pick the wrong choices, the entire team of enemy demons will attack without mercy. The good news is that if you talk to a demon that you already have in your party, you can end a fight right there and possibly get an item as a gift.

 

There’s another way to avoid fights in Shin Megami Tensei IV—you can simply run away from demons. Flynn doesn’t have much trouble outrunning demons on the field, at least in the first dungeon. I figured out weaving from side to side really throws demons off. In the first dungeon, I also discovered a tunnel and crawled underneath a space to find a relic called “Deep Green Moss,” which could be sold back in town. Mikado has barracks you can rest at and recover your party for free, a blacksmith that sells weapons, and an expensive item shop.

 

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I used my football running skills to get to the boss, which is shown on screen as a pink entity. In battle, that turned into the Disaster Horde, an army of reaper-like figures. My team was Flynn with Bufu (ice) and Needle Shot (gun attack), Centaur with Life Drain, Fuxi (a creature from Chinese mythology) with Zan (force), and Napaea who had Dia (healing magic). I tried using elemental spells first until I found one that the Disaster Horde was weak against and kept using that.

 

While I managed to have one demon smirk, Disaster Horde killed Napaea, my only healer, in one hit. Ouch. Without any Revival Beads, I had to carefully choose my next moves and rely on the small stock of medicine in my inventory. Needle Shot did more damage so I used that, which has a 3D blood splattering effect. Spell effects are more prominent in Shin Megami Tensei IV. Zan wraps an enemy in a tornado and Bufu freezes the screen. With a little luck, I defeated Disaster Horde and obtained an item that proved Flynn was worthy of being a samurai.

 

Jonathan and Walter were also vying for the same item, but Flynn got there first. I ran back to Mikado and Hope congratulated Flynn on retrieving the item. One quest complete, but that’s just the beginning of Shin Megami Tensei IV.

 

Byle do czerwca!

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  • 2 tygodnie później...

Jako, że mam ciśnienie na SMT4, a nigdy nie grałem w 3, to zacząłem niedawno grać w Nocturne po raz pierwszy, bo wcześniej nie miałem okazji.

I jednak głównymi częściami tej serii nie ma żartów. Persony to bułka z masłem w porównaniu do np. Matadora. Mam nadzieję, że w SMT4 będzie tak samo.

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SMTIII to genialna gierka, swego czasu ostro ją przeorałem. Zaliczone wszystkie poziomy Labyrinth of Amala , pokonane wszystkie Fiendy, Dante w druzynie, true demon ending, prawie 100godzin przy grze. Naprawdę miło wspominam chwile spędzone z tym tytułem. Dla mnie to kwintesencja Megatenów i wprost nie mogę się doczekać tego 16 czerwca i premiery IV odsłony.

 

Jeśli chodzi o walki z Fiendami to myślę, że jest to wisienka na torcie jeśli chodzi o SMTIII. Walki z Matadorem, Hell Raiderem i resztą "ekipy" to były niezłe jazdy, poprzedzone solidnymi przygotowaniami bo z nimi nie było przelewek :D

Do tego świetna klimatyczna muzyka, surowy ale równie "uroczy" design świata i stałe uczucie wyzwania czyhającego na gracza.

 

Tak zapytam, zostawiłeś sobie w drużynie Pixie, która była z tobą w drużynie na początku gry?

Jeśli tak to w późniejszym etapie zamieni się w dopakowaną solidnie jej wersję :D

 

No i bonus w postaci newsa, że Devil Summoner Soul Hackers wyjdzie w Europie we wrześniu tego roku dzięki NIS America:

http://www.destructoid.com/devil-summoner-soul-hackers-hits-europe-in-september-254483.phtml

Edytowane przez Paliodor
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Zostawiłem, ewoluowała mi w High Pixie parę lv temu, teraz już jest zdecydowanie za słaba i zastąpiłem ją już Uzume.

Ten bonusowy dungeon można przegapić, czy nie mam się co przejmować?

 

 

Z tego co piszą na gafie w temacie SMT4, to łatwo nie jest podobno już od samego początku, czyli akurat Nocturne będzie dobrym przygotowaniem.

Edytowane przez Hela
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Chyba nie można przegapić, acz prawdę mówiąc już nie pamiętam dokładnie. Osobiście jedyne co przegapiłem to właśnie Pixie. Z tego co mi wiadomo, to trzeba zachować w drużynie którąkolwiek formę jej ewolucji lub fuzji, a ja musiałem się jej chyba pozbyć. Nie pamiętam. Niemniej jednak niewielka strata - całą resztę tak jak Paliodor przerobiłem w pełni.

 

Genialna to była gra, naprawdę, jak sobie teraz powspominam. Wysoki poziom trudności, ale taki na plus, a nie jak w Digital Devil Saga gdzie pakujemy się nagle na bosa, o którym nic nie wiemy, aby zdać sobie sprawę, że nasza drużyna ma kompletnie niewłaściwy zestaw skillów. Tutaj łatwo o przygotowanie, jeśli rozmawia się z "NPC" i czyta dialogi, kojarząc fakty. Także właśnie Nocturne nauczył mnie używania buffów i debuffów, których jakoś w innych (j)RPG nie stosowałem tak nagminnie. Niemal wszystko w tej grze zapadało w pamięci - postacie, muzyka, klimat, a nawet monotonne lokacje, które ratował design i uczucie porzucenia i osamotnienia.

 

Tym bardziej rozczarowałem się Strange Journey, który grą złą nie był, ale brakowało mu wielu elementów charakterystycznych dla Nocturne, w tym pewne cechy gameplay'u nie pozwalające się nudzić i nie zmuszające do żmudnego grindowania. Też tym samym cicho liczę, że SMT4 okaże się czymś więcej.

 

http://www.youtube.com/watch?v=rx5DAp86pqE

Brrr... :>

Edytowane przez Suavek
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Muzyka z intro też zacna:

http://www.youtube.com/watch?v=F-9Wj7kuZtA&feature=share&list=PLDFD340AC18A77895

 

 

Z Labirynth of Amala jest tak, że jak pokonasz Fienda Matador to dostajesz się do tego pierwszego levelu Amali.Kolejne poziomy odblokowują się poprzez pokonanie kolejnych Fiendów i zdobywanie po ich pokonaniu Candelabrum. Więc raczej nie przeoczy się tego labiryntu bo pierwszego Fienda trzeba pokonać by dostać się do kolejnej lokacji.

 

Co się tyczy SMTIV to już za samą muzyką mają ogromnego plusa, czuć klimat starych Megatenów.

Genialne ^_^

Do tego fakt, że widać przeciwników na levelach to też na duży plus.

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Destructoid zamieściło swoje wrażenia z obcowaniem z SMTIV:

 

This game makes me grin

In a room full of peers I embarrassed myself. A few weeks back, I found myself in a meeting room along with folks that head up a lot of the other gaming websites and magazines in America. After a brief presentation, Atlus started to ask the group for a few volunteers to be the first to play Shin Megami Tensei IV. Before their sentence finished I found my peers laughing at me. They were laughing at a grunt that came forth from my mouth, almost involuntarily. I found myself frantically waving my hands in the air, insisting to be among the first to play.

Needless to say, I'm pretty excited about Shin Megami Tensei IV.

Shin Megami Tensei IV (3DS)
Developer: Atlus
Publisher: Atlus
Release: Summer 2013

Why so excited? It's enough that the game is coming from my favorite company, and is also a key title in my favorite franchise. But Shin Megami Tensei IV is also the follow-up to one of my favorite games of all time, Shin Megami Tensei: Nocturne. And it's portable. And it's funny. And it's lovely.

The duty of protecting the realm of Mikado isn't one you choose -- it chooses you. This duty falls on those chosen during a sacred ceremony. All that reach age eighteen must parti(pipi)te in this ceremony to determine whether they become Samurai or not. Being chosen to perform this duty sounds like it should be an honor, but at the point I jumped into SMT IV, it seemed that not all of the protagonist's friends were thrilled about it. Being one of the chosen involves slaying demons, but it seems that there are darker secrets in store for new recruits. Beyond this, new samurai don't have a choice in the matter -- this will be their calling, like it or not.

My playthrough seemed to be from early in the game as it felt like the demo had me working through a training dungeon. The battle system's options were open to be fully explored, so I immediately jumped into demon negotiation, one of the franchise hallmarks. I liked that the presentation of demon negotiation has seen a bit of an upgrade. Demon faces now take up the entire top screen, making negotiation more of a face-to-face affair than before. Choices show up on the bottom screen, while conversation takes place in a word bubble on the top screen. From what I saw, demons in SMT IV have a lot to say, making negotiation even more enjoyable. Expect lots of gibberish and crazy talk.

It's not just demon negotiation that has seen a visual upgrade. Actually, everything in SMT IV looks fantastic, from the clean menu and command systems to the slick game world overlays that prompt the player for interactions. The overworld immediately impressed with its full 3D graphics, smooth framerate, great lighting, and sharp textures; SMT IV looks far better than Atlus' last 3DS title, Etrian Odyssey IV. Though the demo area was small, running through this training dungeon felt less like moving through a series of corridors and more like my party and I were exploring the world. This is a world I'm more than ready to see more of.

Oh, and it all looks great in 3D. Understand that I'm totally happy to never play another game in 3D on the 3DS -- the feature doesn't do much for me. But Atlus suggested that we try it out, and when I did I was pleasantly surprised. With 3D on, dungeons gain depth, and battle presentation is a bit more flashy. Your mileage may vary, but I'll be playing this game with 3D on.

Atlus makes full use of the two 3DS screens, spreading battles so that enemies and attacks are shown on the top screen, while menus and commands are placed on the bottom. Again, the presentation is sharp, with small but clear menus and commands listed. Four columns show your party's vital stats, while a horizontal bar below it shows available battle commands. Selection of any given command brings up a menu for further input -- for example, a list of available skills. Flashy animations for attacks are shown on the top screen. While enemies are limited when it comes to battle animation, the look has been upgraded quite a bit over past Atlus portable titles. Overall, the presentation is very modern and polished.

The battle system itself hasn't changed as much, though. You'll still jump into turn-based battles where your party of up to four (you and three other demons) gets one attack each against encountered enemies. When roaming on the map, you'll be able to try to get a sword swing in on field enemies to get the jump on them in battle, just like you could in Persona 3 and Persona 4. And Atlus knows that RPG fans love their Press-Turn system, so it is still in place, with little changes in its weakness-exploitation-to-gain-another-turn structure. In fact, all of the battle options -- attacking, fleeing, and demon negotiation -- are just as you'd expect.

The grin (or smirk) system was my only real new battle experience in this demo. Exploiting an enemy weakness a few times has you or your allies grinning, which gives you advantages in battle, like stronger attacks. Know that your enemies can also grin, letting them land critical hits on you. Atlus explained that the grinner is also less likely to suffer from critical damage. Even in what looked to be a training dungeon, it seemed that Atlus kept the difficulty level up -- it seemed like everyone was grinning at me!

Another new system I experienced is called the Whisper System. From what I could tell it allows demons to pass along one of their skills to the protagonist. In toying around with some demons in a second demo from later in the game, I was able to pass on the Dis spell from a demon that I had been trying to level up. This is just another option for character customization.

The only other system change I encountered has no bearing on gameplay at all, but still looks to be pretty fun. Equipment changes are now reflected in the game's world. In the second demo I tried, I was able to dig into the available weapons and armor and dress the protagonist up to my liking. Of course, each piece of equipment has status perks and effects to go along with its visual effects, so your choices are going to need to be more focused on stats than aesthetics. That said, it seems that there are multiple choices for many armor types. For example, I saw different color variants for the same piece of armor. I trust that Atlus had fun with this feature, and expect that we'll find some pretty weird stuff in the game to wear further in.

I got just a small taste of the story progression and battle system with my time. It was a pretty standard session for an Atlus RPG: a dungeon crawl, a slightly ramping difficulty as I progressed, and a final boss battle with a demon that loves sexy talk. But this was enough to win me over.

The gameplay is exactly as expected -- no real surprises. What did surprise me was how great the game looked; both the presentation and gameplay exceeded expectations. What did not surprise me was how much I liked the game -- it's exactly what I was hoping for in a follow-up to Nocturne.

Here's the deal: Shin Megami Tensei IV is sharp looking, deep, lengthy (over 40 hours), and fully portable. It appears to be a full-blown RPG, and not an abbreviated experience for portability's sake. It's got fantastic music, eye-catching artwork, and top-notch voice work to boot. That's all great. But most importantly, it's the direct continuation of the core Shin Megami series -- something fellow fans have been waiting for.

Finally. It's almost here.

 

Jeszcze prawie 3 tygodnie i premiera! ^_^

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Myślę, że wynik dobry, zwłaszcza, że Megateny z głównego nurtu to dość niszowa seria gier. A też kolejna odsłona, nie ma za sobą takiej popularności jak jest to w przypadku spin-offów w postaci Persony 3/4.

Ciekawe jakie będą wyniki ze sprzedaży na zachodzie.

Edytowane przez Paliodor
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Jeszcze co nieco o sprzedaży SMTIV:

Shin Megami Tensei IV got off to a whopper of a start when it released in Japan last week. The 3DS RPG sold 188,562 copies in its first week, making it one of Atlus’ best-debuting games of the last few years.

 

In fact, the only recent Atlus game that has had a better launch was 2008’s Persona 4, which outsold Shin Megami Tensei IV by a very slight margin of about 4,000 copies. Persona 4 on the PS2 sold 192,812 copies in its first week.

 

Czyli jednak wyniki bardzo dobry, a nie tylko dobry ^_^

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80% pierwszego rzutu SMTIV na rynek Japoński wyprzedane:

 

Shin Megami Tensei IV reigns supreme atop Japanese charts
Atlus RPG sells nearly 190K copies, moves over 80 percent shipment

7 hours ago - 9:00 PM on 06.02.2013

2

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Shin Megami Tensei salesShin Megami Tensei IV reigns supreme atop Japanese charts photo


31 9 21 1 Share31

Shin Megami Tensei IV had a strong opening week in Japan, topping the charts with nearly 190,000 copies sold. According to the analysts at Japanese sales tracking company Media Create, the Atlus role-playing game unloaded 80.14 percent of its shipment in that time.

For reference, Siliconera points out the last main title in the series, Shin Megami Tensei Nocture, shifted 185,000 units in its first week on the market. The 2003 PlayStation 2 release moved 75.7 pecent of its initial shipment in that time.

真・女神転生IV」18万8000本,「仮面ライダー バトライド・ウォー」12万8000本など,新作多数の「ゲームソフト週間販売ランキング [4Gamer via Siliconera]

 

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Pamiętam jak w  P3 godzinami wciskałem kółko, kółko, dół, dół, krzyżyk, krzyżyk przy fuzjach starając się dostać komplet jaki chciałem haha, w Persona 4 Golden sobie wybieram z listy wszystkich zdolności jakie dana persona jest w stanie przejąć z fuzji :D

 

Ale też jestem zdania, że to dobry pomysł, bo czasami taki szuflowanie mogło przyprawić o chęć pocięcia się czymkolwiek co miało się pod ręką...

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