Welcome to The Top Shelf, a weekly feature wherein I sort through my extensive PS2 collection for the diamonds in the rough. My goal here is to narrow down a library of 185 games to a svelte 44: the number of spaces on my bookshelf set aside for my PS2 collection. That means a whole lot of vetting and a whole lot of science that needs to be done - and here in the second round, that means narrowing our laser focus to one game per week (at least). Be sure to check out the Case File Repository for more details and a full list of games/links!
Extra Note: We've entered Shelftember! In this much-vaunted month, we will be processing one of the second round entries every day. I'll be spending one hour apiece with each game - inspired by DanielKempster's backlog-clearing series "An Hour With..." - and determining its fate from there.
Sigh. My relationship with Shin Megami Tensei: Nocturne is challenging and complex. Specifically, the game is challenging, and I developed a complex about never being good enough to beat it. I've grown older and wiser since then (though mostly just the former) and have a couple of Persona games under my belt, so it doesn't quite represent the insurmountable obstacle it once did, but the game still exhibits a mean streak a mile wide that regularly smothers any burgeoning affection I have for the game's bizarre post-apocalyptic setting, its deep philosophical messaging, the sinister Kazuma Kaneko character design that it shares with Digital Devil Saga, and the great surreal soundtrack with its heavily distorted Satanic vocals.
Shin Megami Tensei: Nocturne, known over here in Europe by the censor-unfriendly name Shin Megami Tensei: Lucifer's Call, is the third core Shin Megami Tensei and follows the blueprint of the previous two by invoking the apocalypse early on and having the player choose one of several "paths" - usually Law, Chaos, and a Neutral option - with which to reshape the subsequent rebirth of the world. In this case, the protagonist becomes the Demi-Fiend: an entity with the power of a demon and the free will of a human that is uniquely qualified to determine the fate of the inverted "Vortex World" once they gain the sufficient physical and spiritual strength to do so. The demons, for their part, are trying to destroy the Demi-Fiend and his threat to their dominion, or at least subtly influence his eventual decision. That goes for the protagonist's formerly human friends, who have all embodied the various above paths with their life philosophies and later become allies or enemies depending on the player's choices. It's a game that doesn't shy away from getting really metaphysical with its lore and ideas, and that's part of the reason it's enjoyed this niche fanbase that's allowed Atlus to persist with the series from the NES era to the present day: Shin Megami IV: Apocalypse, a slightly Nocturne-like sequel to the fourth game, released just last year. And, of course, the success of core Megami Tensei has allowed the central conceit of recruiting and fusing demons to find new life in any number of SMT spin-offs like the aforementioned Persona and Digital Devil Saga.
Unfortunately, an hour was only enough to get me past the tutorials, during which the game was still unloading exposition about the new post-apocalyptic world, the dubious characters running around, and the basics of recruiting new demons and fusing the ones you've found as well as standard SMT combat stuff like emphasizing the importance of powerful buff and debuff skills, seizing upon weaknesses to grant yourself additional attack turns, and making sure your own elemental bases are covered. The player character also fights alongside their demon recruits, and grows in power as the game continues. My ideal end point, which I managed to reach, was heading out onto the world map and seeing that neat inverted effect where it looks like you're running around on the inside of a sphere rather than the surface. Terranigma did the same thing, and I'm shocked more games haven't followed suit with how cool it looks. I guess it's kind of a surreal concept to build a game's geography around.
Anyway, Nocturne is absolutely my white whale of white whales as far as the PS2 era is concerned: a game that I enjoy in a very specific masochistic sense, one that ranks among the best written and smartly plotted of all the PS2 JRPGs, and one that really demands that you get on its level to appreciate. My respect for it hasn't wavered, but my resolve to seeing it through continues to crack. Rather than beating my head against it during what will already be a busy period of PS2 catch-ups, I might just see if Digital Devil Saga is more my speed instead.
Result: Eliminated (but only for the purposes of this feature; I will return to it one day in some shape or form).
< Back to the Case File Repository
That concludes the second round of eliminations! Be sure to check the repository and the reserves list for all the eliminations and final round entrants, and I'll see you again soon for the third round: The Battle Royales (I'm not ripping off Playerunknown's Battlegrounds, I swear).
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