Sunday, October 29, 2023

GAME #098 | CONTRA: HARD CORPS Thoughts (1994) | Not Beaten


CONTRA: HARD CORPS (August 8, 1994)
Genre: Run and gun
Platforms[Sega Genesis]
Developer: Konami
PublisherKonami
Moby Score8.3

Started: October 28, 2023
Finished: October 29, 2023
Beaten: Not Beaten
Playtime: 3 hours

It surprised me to see the very positive reviews about this game online. Usually, I find that my thoughts on these older games align for the most part with consensus, or are even more positive. With Contra: Hard Corps, the follow up to 1992's excellent Contra III: The Alien Wars, I stumbled upon a game where I found my time to be significantly less fun than it seems to have been for many others.

I'm not gonna dive too deeply into it because I "only" played the game for 3 hours, but as someone who thought that Contra III definitely was among the 3 best games to release in 1992, the amount by which I disliked Contra Hard Corps was very surprising and easily my biggest disappointment out of the 1994 playlist. Why? Level design would probably be my number one answer to that. For a game that is as fast-paced and action-packed as Contra games tend to be, there were a LOT more moments in this game where you couldn't skip dialogue or certain scenes. For a game made to be replayed constantly, this had me bored out of my mind after the 10+ failed attempts each area took me. Then there is the bosses and mini bosses in each level, which felt unfairly designed here more than anything. Where Contra III's bosses usually made me feel like I mastered them after a while and could reliably get past them, bosses in Contra Hard Corps just seem to constantly corner you or have attacks that are just barely avoidable by a frame and overall feel way less reliable to beat. Weapons seem to do less damage here than in Contra III as well, which means for a lot of fights with basic enemies, you can't just "run and gun" your way past them, but instead have to stop, aim and shoot, which for a game like this really isn't something I should ever be forced to do.

There is no stand and shoot diagonally button for starters. Controls are not tight either. If one projectile comes at you, they are reliably dodgable, but two or more and I found myself praying to the Contra gods that my input would allow me to dodge them. Even if you do, hitboxes seem too large and you get hit anyway.

It's things like that that just made this incredibly frustrating to play. I can't say I enjoyed any of this. It felt like a less clever, more unfairly punishing Contra III with worse visuals.

OVERALL: 57/100

Clearly, I'm in the minority with that opinion, but unfortunately this was my experience for a game I was looking forward to.

GAME #097 | FINAL FANTASY VI Thoughts (1994) | Not Beaten


FINAL FANTASY VI (April 2, 1994)
Genre: RPG
Platforms[SNES]
Developer: Square
Publisher: Square
Moby Score8.3

Started: August 2, 2023
Finished: August 5, 2023
Beaten: Not Beaten
Playtime: 10 hours

Couldn't really bring myself to get back to this game after having played it for 10 or so hours a while back. Probably a prime candidate to be replayed some time in the future but for now, there are two main reasons for why I ended up dropping this.

1) I played a lot of Final Fantasy the past year, 3, 4, 5 and now 6, in addition to other JRPGs of its time. As commendable and ahead of the pack Final Fantasy was at this point, these turn based battles are usually tolerable at best, considering that the majority of battles are very simple and repetitive in how they unfold. If you loved combat from FF3-5 or even the successors to FF6, then this should not discourage you from playing FF6.

2) The above would be more tolerable if I enjoyed the dialogue and liked the cast of characters as well as where the story was headed. In this regard, FF6 chooses to do things differently to other entries in the series, which, again, is very much going to be something each individual will have their preferences about. In FF6, there are a lot of "main characters" instead of one or up to 4 of them, and you are sent back and forth between them over the course of this game. Considering that there are multiple characters with mysterious backgrounds who don't have much in personality in the early going, I thought giving them little screen time made me care very little about pretty much the entire cast as a result, at least during the time I played. The resolutions might be satisfying, but combined with everything else, I could not make myself play this for 20-30+ more hours to see the results.

Again, I might revisit the game at some point, especially if FF7 and beyond finally make me fans of Final Fantasy games. For now, what I can say, despite my subjective criticisms, is that it is clear during every minute that you play this that FF6 is way beyond 99% of video games at its time in terms of production values. And if there is one thing I really liked about this game, it would be its soundtrack. Terras Theme is definitely my favorite Final Fantasy theme as of now.

OVERALL: 71/100

But to conclude, FF6 progresses the series forward but the paths it chooses to take in storytelling combined with your affinity (or lack thereof) for the battle system will determine whether you will want to see this through.

GAME #096 | THE ELDER SCROLLS: ARENA Review (1994) | Not Beaten

THE ELDER SCROLLS: ARENA (March 25, 1994)
Genre: RPG
Platforms[MS-DOS]
Developer: Bethesda Softworks
Publisher: Bethesda Softworks
Moby Score7.4

Started: August 1 2023
Finished: September 30, 2023
Beaten: Not Beaten
Playtime: 15 hours

The Elder Scrolls: Arena is iconic not because of its own quality as a game, but because of the series that has its roots here. This is not to say that the game was of no good in its time. Quite the opposite actually. That said, one would be hardpressed to find many arguments to recommend this game to fans of the more modern games of the series, let alone gamers as a whole.

As someone who is a very big fan of Bethesda's work from Fallout 3 to today, and as someone who has always wanted to look at their library before that point as well (Oblivion & Morrowind mainly), I'm pretty happy to have finally taken that step by playing a good chunk of time of the first Elder Scrolls game ever made. I did not beat the game, for many reasons, but I've played enough and read up on the game enough to be able to give you a run down on what this game offers and why you probably wouldn't enjoy this much once the novelty wears off.

The game released initially on March 25, 1994 after a three-month delay on its original 1993 Christmas Day launch date. For various reasons, the game initially only sold roughly 3.000 units, but in what should show you the quality of the game at its time, word of mouth was what ended up pushing The Elder Scrolls: Arena into a success commercially and by the end of 1994 and 1995, critically through the reception of many awards.

Title Screen (chapter one, huh... I wonder if there will ever be a second chapter)

STORYTELLING/CHARACTERS | 5/10

What I like about playing the first game of any franchise spanning multiple titles vs. starting from the newest one is that you don't feel overwhelmed by the amount of lore in it. Instead, you get to enjoy the ride from the very start, and every bit of info you receive is all there was up to that point. You quickly realize that it's not as daunting as it seemed, though this is not to discount the fact that there certainly is a lot of lore in place even in The Elder Scrolls: Arena.

For starters, a lot of locations, names and dates will instantly be familiar to players of other Elder Scrolls games. The game's setting is Tamriel (a continent located on the planet Nirn). It plays in the Third Era and its 389th year. While this is the beginning date, each time you fast travel elsewhere, a lot of time passes depending on the distance, and you're unlikely to spend less than a couple years in the game before finishing it. Theoretically though, you could fast travel so much that you end up going thousands of years into the future and to the date of more modern Elder Scrolls games, which is a funny thought (at least I think there is no limit).

Jagar Tharn is the main antagonist in this game, betraying Emperor Uriel Septim VII, whose betrayal is witnessed by a mage apprentice called Ria Silmane. She is killed by Jagar Tharn, but takes up an incorporeal form, meaning she can't take a physical form, but reveal herself to the player in their dream. The player starts the game imprisoned (of course) and gets a message from Ria Silmane regarding the events that led to her death, and she tasks you with stopping Jagar Tharn. To do so, you need to get the Staff of Chaos' eight fragments, piece it together and destroy it to kill Jagar Tharn, whose life force is held within it.

It's a very typical story for a game of this time I realize more and more with each game I play, especially RPGs. There is only so much different gameplay that these games can offer, and apparently the only way to tell stories is to tell the player that there are x number of objects/people/locations that they have to collect/visit/destroy in order to win the game. It's not necessarily something I dislike in and of itself, but when the gameplay truly is one dimensional, focusing on just the main story can be quite repetitive and tedious.

Thankfully, this is Bethesda we're talking about, and the main story is only one part of your adventure. Elder Scrolls: Arena doesn't just take place in one province, but in the entire continent of Tamriel. Depending on the race you choose, exiting the first dungeon sends you to your home province. Not only that, but you are also randomly sent to one of dozens of unique villages/towns in each province. From there, you can travel to and explore every single one of them if you so desire, as well as explore the outskirts of these towns if you so wish. While they look same-y after a short while of course, there are differences, including in weather, building structures and placements, textures and types of citizens.

From my understanding, each player gets the same locations in every playthrough, and even every village's inns for example have the same unique names every time. NPCs might even be the same at all times, but then there are many things that are randomly generated. The outskirts for example seem to be procedurally generated and will look differently in each playthrough for specific villages, but I doubt there are many different variants there. Either way, in terms of story and exploration, they don't really have had any role in my playthrough. Dungeons are procedurally generated as well, and not only that, but side quests are too. This means that asking for work can result in you being tasked to bring an NPC item A from NPC B in Location C until the Deadline D, and you will be compensated with X amount of gold for doing so. If we go back to 1994, this is a pretty neat way of constantly giving the player things to do and reasons to enter dungeons and explore other areas. Clearly, it won't result in a lot of exciting, unique moments, but for 1994, this was unique and also probably pretty enjoyable. From a lore standpoint however, these don't offer any value other than maybe sending you to certain towns in, say, Skyrim, many of which are still named the same in the Elder Scrolls V, which I thought was pretty cool.

Bigger side quests exist as well though, especially from a lore standpoint. There are "Artifacts", legendary items of lore, which you can collect. You ask for General rumors, and if you're lucky, get one regarding one of these Artifacts, which you can then find in a dungeon. These are mainly items you can wear, but there is also the "Oghma Infinium", which gives you 50 attribute points to distribute. These Artifacts have descriptions however and some might even be relevant in future Elder Scrolls titles.

That said, the main way you will learn more about the Elder Scrolls universe is through the main story, which is quite disappointing in that regard. Similarly to many Bethesda games, the main story seems a bit like an afterthought, though the side content is not filled with excellent exploration to make up for it here. Ultimately, you will need to be satisfied with the small story you get with the three main characters being Ria Silmane, Jagar Tharn and Uriel Septim VII. Is that worth playing the game for? I don't think so. But if you're expecting very little here, the number of areas and NPCs that exist here and have actual names, jobs and tasks makes for a cool, somewhat immersive setting. The main way of progressing the story adds a lot to this as well, since you have to ask NPCs for information on dungeons to be able to pinpoint their locations. But thanks to the Elder Scrolls series growing since, I think anyone looking for an RPG where you need to use the help of NPCs instead of quest markers should simply play Morrowind.

Ria Silmane talks to you in your sleep, which is how most of the storytelling is done

GAMEPLAY | 17/20

There is no sugarcoating it, the game hasn't aged well. Controls are unintuitive, combat is incredibly unforgiving, you can easily find yourself losing hours of progress by being stuck at the end of a long dungeon, items and their benefits are not explained until you use or wear them, dungeons are repetitive and you either have to grind a ton or cheese the game's systems to get incredibly rich and make combat very easy for yourself.

First, here is what you do as part of the main story. Go to a village. Ask for information on a dungeon. The dungeon name is given to you by Ria Silmane whenever you sleep after finding the previous piece of the Staff of Chaos. You get information on the province where it will be. Go there. Ask around some more, get to person who needs you to find an Elder Scroll, which will reveal the location of the dungeon you're looking for. So go to dungeon to get the item that unlocks the main dungeon. Now go to main dungeon. Find your way to the lowest floor and find the piece. You get dialogue with Jagar Tharn when you do, who is pissed, but won't do shit about it other than sending minions because guess what, there are no bosses in this game. Now repeat this process many times.

Second, here is what you do outside of the main story. Go somewhere, walk around the villages, talk to people to get to know their name and occupation, ask for general and work-related rumors, pick up a randomly generated or artifact related side quest, do the side quest.

That's pretty much it. If you're playing this in 1994 or the years afterwards, many of you would have clearly had a solid time based on the game's reception. Play it today and you'll be left with a repetitive game that has been improved upon not only by hundreds of other RPGs since, but by 4 iterations in the same series as well. So apart from the novelty of it all for the first couple of hours, there is no reason to indulge.

If the general things you can do here don't scare you off, here is the gameplay. Combat is done by pulling the mouse across the screen in a bunch of directions. Up and down, diagonally up/down, left/right, every way you can imagine basically. Some of these attacks do more damage, but are likelier to miss. Some deal less damage, but are likelier to hit. Some are neutral. There are plenty of weapons to choose from with different animations, but the idea remains the same. There is also spellcasting though, which adds a nice extra layer to it.

As you explore dungeons, you fight a rather low number of different enemies, at least until the point that I played, with Lizard Men, Orcs, Skeletons and Spiders being regular foes. You collect loot from their bodies or loot piles, which gives you gold, armor and other items like "Mark"s, which are items with special abilities, such as the ability to heal you or to cast certain magic attacks. Items have different tiers and the better you want your gear to be, the more gold you need of course, but from my experience, getting the gold necessary to properly deck yourself out takes a loooot of time of doing the same thing over and over again. Instead, what you can do is simple.

Mage guilds sell certain Ebony items that are very expensive. Absurdly expensive. You can simply pickpocket these and sell them back. If you fail, you can simply kill the mage, exit the guild, re-enter and the mage reappears, meaning there is no real system behind it other than the fact that pickpocketing exists in the game. Do that a few times and you're rich and can test out all sorts of items to your hearts content. It sounds like that's cheating and boring, but I'd say it's the only thing that will keep you from yawning your jaw off and actually opens up the game a bit more.

One final point regarding combat here: I feel like about half of my encounters started with me not even seeing the enemy. You get visually and audibly alerted to an enemy attacking you, so it's not the end of the world, but the amount of times enemies got a hit in without me seeing them was crazy. The path before you in dungeons is dark as you approach it, and any dead angle can have an enemy getting alerted to your presence, and especially early on, by the time you realize you're attacked, you'll have nearly your entire health drained by some of the enemies.

Looking at gameplay clips of Daggerfall makes me realize how dated Arena looks compared to its sequel, which is shocking considering that there is only a two-year difference in release dates. If you really want to dabble with old-school Elder Scrolls, Daggerfall looks like a much, much, much better choice, while Arena can safely be skipped in my opinion.

Pick a race, any race

MUSIC/SOUND/VOICE | 7/10

There is voice acting here and it's actually not terrible. Jagar Tharn does a better job here than Ria Silmane in my opinion, but neither sounds as bad as you might expect 1994 voice acting to sound. The sound design has some discomforting qualities to it, in a good way, and I'm sure I'll find myself awakening in my own pool of sweat to the door sounds in this game at some point in the future. Add to this disturbing sound the sudden and in-your-face level-up tune and you got yourself a horror RPG a la Elvira. The soundtrack itself is quite long at 40 total minutes compared to other games at the time, but for an RPG that is quite long, this still means listening to the same tracks over and over again. The soundtrack can be best described as the most 1990s Fantasy RPG OST of all time. Puts you in the right mood, but does not stand out.

GRAPHICS/ART DESIGN | 6/10

The fact that this game is so massive in terms of number of villages and dungeons is both a positive and negative for it visually. On the one hand, the game can show off the surprisingly varied designs used to create these villages. On the other, there obviously are not nearly enough differences to make up for so many villages. On top of that, dungeons in particular look same-y quite quickly, and considering that that is what you're looking it for most of your playthrough, your eyes will deserve a raise after you're done with the game for the sacrifices they make. That said, special effects used in this game and the design of the cutscenes were some of the standouts here visually, though overall the game is meh in that regard.

The UI

ATMOSPHERE/IMMERSION | 9/10

Towns/Villages in this game are MASSIVE. Tons and tons of buildings, lots of NPCs, all of them with unique names and jobs, plenty of rumors to hear, inns to visit, provinces to travel to and the vibe you get from the soundtrack make this game a hell of a lot more immersive than one would expect. It felt like a Morrowind-lite in that regard, where the ideas are there already, but not the means to execute properly.

Talk to NPCs to progress main quests and obtain potential side content

CONTENT | 5/10

Lots of provinces, races, classes, and weapons. Lots of towns/villages, NPCs, dungeons and more. Content quantity is truly large. Content quality on the other hand is lacking in many regards.

LEVEL/MISSION DESIGN | 5/10

I truly appreciate the way you find your main mission locations: By interacting with the NPCs and asking them, which gives you the feeling of immersiveness that makes Morrowind so beloved and unique to this day. Obviously, the systems are extremely limited here even in comparison to Morrowind, but just giving you instant quest markers would make this game even more boring than it already is in modern times. That said, the repetitive nature of both how you get to your locations and the dungeon layout within is hard to ignore.

The map of one of the many large towns/villages in the game

CONCEPT/INNOVATION | 7/10

The game is very ambitious, but unlike many other unique, ambitious games of its time, this one doesn't quite hit the mark like its sequel "Daggerfall" might have. Ultimately, the game presents you with a really large world, but with very few ways to interact with it that you are meant to repeat ad nauseam. You can already see what kind of games Bethesda want to make, and how they want their games to be ultimate fantasy RPG simulators, but the systems in place here are not refined at all, probably mainly due to the technology available in 1994, but also probably because of what ultimately led to a delay out of the Christmas Day window. 2 years later, at least at a glance, Daggerfall looks like on a whole nother level within just two years, and I don't think PC gaming got along THAT far during that time for their to ostensibly be such a massive difference in quality, though I might be underestimating the growth of gaming at the time.


REPLAYABILITY | 3/5

Yeah, the game is replayable, but replayability must also mean fun to replay, and I think the only part that provides that is the fact that you can have an entire playthrough feel different by placing an emphasis on spell-casting instead of melee combat.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 61/100

I respect this game a lot for its ambitions and for bringing us the Elder Scrolls franchise. That said, if you are intrigued by its "talk to NPCs to figure out your way" system, just play Morrowind. If you're OK with more hand-holding, just play Oblivion and/or Skyrim at this point. Elder Scrolls Arena does not have much to offer anymore after its first few hours.

GAME #094 | SNATCHER Review (1988) | Beaten

SNATCHER (November 26, 1988)
Genre: Adventure, Visual novel
Platforms: NEC PC-8801, MSX2, [Sega CD], PlayStation, Sega Saturn
Developer: Konami
Publisher: Konami
Moby Score8.0

Started: July 29, 2023
Finished: August 1, 2023
Beaten: Beaten
Playtime: 10 hours

As is the case for a lot of gamers, I am a big fan of Hideo Kojima's work. Not just because I find it of high quality and a lot of fun to engage with, but because these days, he is among few AAA game directors who truly try to make unique video games. Not those "focus-grouped to death" copies of each other with a different coat of paint to appear as mainstream as possible, but once in a lifetime experiences where he doesn't care whether it is universally praised or not. See Death Stranding for example, a game literally about making deliveries from Point A to B. Go into it deeper and you will find a way more profound experience with a lot of commentary on modern society (scarily apt during the pandemic that started a year after its release as well), and personally I found the gameplay to be a lot of fun as well.

Just as Hideo Kojima's work over the past couple decades is unique to the AAA video game industry to this day, his work in 1988 with SNATCHER is unique to this day's Hideo Kojima. It's not an Action blockbuster like the Metal Gear Solid or Death Stranding games, but it's rather a game in a genre of games Hideo Kojima enjoyed during his own formative years, the visual novel / crime mystery genre that was somewhat popular in Japan at the time.

Snatcher released initially on November 26, 1988 for the PC-8801 and the MSX2, two Japanese personal computers. It then released in a "remade" version on October 23, 1992 for the PC-Engine (exclusively for the Japanese version of the TurboGrafx-16) before it finally got an English release in December 15, 1994 for the Sega CD, which is the excuse I used to add it to my playlist for the challenge I am currently doing. To be honest, I have no idea how it came about to release this game in the West after not having done so in the 6 years prior, especially since the spritual successor 'Policenauts', which also released in 1994, did not get a Western release. But, thankfully, it happened, and with voice acting to boot. These games have a cult following these days and after having finished Snatcher, you can count me in among those who would be happy to see Hideo Kojima do another game of this type as some sort of side project during these modern times.

STORYTELLING/CHARACTERS | 9/10

If you decide to play Snatcher, you will probably do so to mainly experience its story. If that is not your expectation going in, I'm sure it will quickly become what will hold your attention, as the gameplay is rather typical for a visual novel. It's mainly clicking at prompts and listening to dialogue.

So with that being the case, delivering an interesting story full of interesting characters, plot twists and tense moments is quite important for this game to be worth playing. Luckily, the game delivers on all fronts thanks to its cyberpunk setting filled with a lot of well thoughtout, interesting lore, its compelling premise and its cast of characters.

50 years ago, the explosion of a biological weapon in a research facility near Moscow called "Lucifer-Alpha" killed over half of the world's population in Eastern Europe and Eurasia. In the present, a new city on an artificial island in Eastern Asia was made and is called "Neo Kobe City", a melting pot of cultures due to large number of immigrants from China, the USA, Eastern and Western Europe and even more areas of the world. Mankind faces a new dilemma due to the appearance of humanoid robots that are called "Snatchers", because they 'snatch' a person (kill and dispose of them) and take up their spot. They can't be detected due to the fact that they breathe, bleed and sweat like any human and even wear artifical skin to look exactly like the person they are copying. They mainly snatch VIP types however, which presumably means that their appearance goes beyond "AI gone rogue".

You play Gillian Seed, who, along with your wife, is an amnesiac and just got assigned to the JUNKERs, a special anti-Snatcher task force (Japanese Undercover Neuro Kinetic Elimination Ranger). Your assignment is to be a runner, an in-field operative taking on the highest of risks by facing these Snatchers head on and eliminating them. To do this, you are assigned a Navigator, a robot that assists you on the field. Navigators get their personalities formed somewhat after the Junker they are assigned to, so yours. Your navigator is called "Metal Gear Mk. II", designed after the "Metal Gear menace from the 20th century", so yes, this seems to play in an alternate future of the Metal Gear universe.

This game is a visual novel, so gameplay looks like this. The first screen you see is that of the Junker HQ reception. A panel of prompts appears at the bottom half of the screen. You can "Look" at things, "Investigate" things, "Talk" and "Ask" if a person is in the room with you and also look at your "Possessions" to "look" and "investigate" them as well. Looking at things and investigating things is different in that investigating them is more analytical. You are often meant to look and investigate things multiple times, as each time reveals new information and thoughts. Some of these options are optionable if you want to get immersed more deeply with your surroundings, and some you are meant to use to trigger a moment that lets you progress, such as uncovering a new clue. As someone who likes to get immersed as much as possible, I have used every single option as many times as I could (at least I think), which not only does what I just told you, but also triggered a few "hidden" moments that I found quite entertaining. In one part of the city for example, Gillian attempts to "pick up women" and if you do so multiple times, one woman turns out to be a Snatcher, which triggers a "Game Over?" screen before it is revealed that Gillian was just daydreaming.

Gillian Seed in general is a pretty odd fellow, though he is more of a poster-boy for how Kojima seemingly wanted the game's atmosphere to be more humane to balance out the fact that Snatchers dominate everything else in this game. Gillian is an amnesiac as mentioned and has a wife called "Jamie", though they don't remember each other. He likes to use humor whenever possible to lower the tension that the entire case and his occupation represents, though balances that out with a get shit done attitude when the situation requires it. The non-serious part of his personality would have felt a bit too "in your face" however, if he wasn't assisted by Metal Gear Mk. 2, who steals the show in this game in my opinion. Both the voice acting and the personality of Metal Gear is perfection, as Metal Gear uses his analytical makeup to save Gillian's butt countless times on the field, but also roasts him every chance he gets when they get a break from the Snatcher-hunting they do. For a guy like Gillian who I can only describe as a "creep" for most parts of the game, I think it was a great idea to have him be accompanied by someone like Metal Gear who keeps him in line as much as possible. I say "creep" because there are 3 female side characters and several other female NPCs in this game, and I don't think there was a single one Gillian didn't make a pass at. For one, you can "look" at any character several times, and doing so once illicits a "she looks great" type response from Gilliant, while doing so more than once prompts the women to say that they feel uncomfortable, which doesn't stop Gillian from making way more straightforward remarks about their apperance. Now don't get me wrong, this type of behavior doesn't usually weird me out and I can see it for what it is, which is entertainment. But with Gillian, it's different. For one, he has a wife, which you can call in this game to tell her how much you want to get to know and to love her again. This creates a very weird situation where Gillian talks to Jamie on the phone, only to flirt with several women over the next hour alone. Second, one of the women includes the 18-year old daughter of a fallen co-worker, who is 14 in Japan's version of the game, so that Gillian doesn't know boundaries whatsoever is pretty off-putting. Otherwise though, his attempts at flirtation are mainly meant to be humorous, and it works since he gets shot down constantly (and gets ridiculed by Metal Gear for it), but on his own he doesn't make a great main character because his personality is mainly doing this shtick.

Apart from Metal Gear, who is the best character in the game for me, there are several individuals who have this mysterious aura around them, like there is more to them than you'd think. Harry the engineer is one of these types, but it extends to the Chief of the JUNKER operation, a bounty hunter named Random Hajile, your wife Jamie, an informer you talk to several times, and Gibson, the only other JUNKER who currently works as a runner alongside you.

With that, I want to get to the main story. I don't want to spoil anything, and in general I think the big story beats flow at a great pace and introduce a lot of twists and memorable moments. However, there is one flaw to the premise of the story that I found to be pretty odd. Actually, there were several over the first couple of hours, but it is worth noting that the plot cleared up plenty of questions I had and actually answered them in a quite satisfactory manner. This one issue that remains though is that this JUNKER operation seems pathetically tiny considering that the "Snatcher menace" presents a huge issue to all of mankind. ALL OF MANKIND. Meanwhile, here you are in the secret JUNKER operation tasked with stopping it and all you have is 5 (five) measly people working there, including just two actual runners. What? Even if Snatchers would snatch up everyday folk, this would be unrealistic, but when VIPs are exclusively involved, you'd think more monetary efforts would be made to make sure the menace was eradicated asap. The game does have an answer to this worry later on at least somewhat I suppose, but I still think that is too unrealistic to have two guys do all the work.

That said, if you enjoy a good mystery story, if you enjoy visual novels and if you like the cyberpunk aesthetic, I think you will enjoy the story that this game tells. It's well executed, I never felt like the game dragged with filler moments and the plot twists were well executed. The pre-1992 version had only 2 acts, but while this version comes with an additional third, which turns this game from one with a cliffhanger ending to one with a complete story. Knowing this, the third act did feel slightly out of place, as the majority of it involves listening to dialogue instead of much player input when it comes to investigation or the like, but the act does end things on a satisfactory note, so I'm glad it's there to give the player a full story to enjoy, though it does leave some room for a sequel.

GAMEPLAY | 12/20

This is a visual novel, though not exactly like most modern ones. Instead of listening to a story and just clicking the A/X button to read the next lines, you select options to look at and investigate, so you are constantly involved with what the next set of lines of dialogue will focus on, keeping you more engaged. But of course, gameplay is a low priority in this game overall.

There is only one part about this game that has true gameplay, which is the game's light gun sections. In a 3x3 grid akin to a game of whack-a-mole, enemies appear in one of the 9 spots and you need to quickly react and aim and shoot at the part of the grid that they are on. This is a pretty small part of the game and I found it to be appear just the perfect number of times over the course of the game. I didn't fail once, but I've read that some found these parts to be kind of difficult. There is a rush of enemies in one late-game section of this, which might give you some trouble, if you are slower on the buttons, but I'm not nearly the fastest and got by with plenty of health remaining.

With visual novels, I find that the quality of the story makes the gameplay more or less tolerable, and since I found the story to be so good, I enjoyed taking my time with this one. This involved choosing every option to investigate multiple times, even to just trigger some optional dialogue from the characters.

You don't just choose options however. First, to find clues and progress, you often need to choose specific options multiple times. The order you would usually choose is to look at something and then to investigate. Sometimes though, you look, investigate and then have to look again to trigger an event, which was a weird way to do things, so be wary of this. That said, asking the player to be thorough is not a bad thing on its own, as reading through all the lines that are available adds to the overall context that the player gets.

One final part of the gameplay here are the puzzles. Often, you need to input answers, such as the password to talk to an informant, the name of a person, the really contrived "Oleen" puzzle and more. If a puzzle gives you any trouble, the game guides you to the answer pretty nicely, so don't worry about not figuring them out.

MUSIC/SOUND/VOICE | 9/10

This game has voice acting!!! An anomaly for games that I play as part of this retro challenge I'm doing. Of course, it's less unique for Sega CD titles, but still a very new thing for video games at the time. Due to this, I was expecting terrible performances, but the majority of characters are genuinely well voiced. These of course do not compare to today's quality, but for 1994, they don't take away from the experience. Some voices I thought didn't really have much emotion in them, such as the voice of Katrina, while the voice actress for Metal Gear did a fantastic job in my opinion. It's a good performance from the cast overall, with some high and low points.

The soundtrack of this game has a very unique sound to it in my opinion, and I mean that in a positive way. This is a cyberpunk / cyber noir themed game, and while I couldn't have told you what that sounded like beforehand, I think the game nails that atmosphere really well. The track that plays when shit hits the fan really gets you off your seat and ready to investigate the crap out of the place you're in, while I have no doubt that I will remember some tracks (like the Junker HQ one) years and years down the line. Liked it a lot overall.

GRAPHICS/ART DESIGN | 9/10

Snatcher has a great cyberpunk aesthetic. Whether its the neon-lit Neo Kobe City, the run-down slums in the otherwise high-tech environment or the presentation of the Snatchers, it has a great visual style, timeless you could even say. The game features some pretty gory sections (decapacitated humans, dead animals), so if you don't like that sort of stuff, stay away. For me, it added a lot to the legitimacy of the Snatcher threat and was not used too much as to be tactless. The presentation of the screens in this game looks pretty good in this remade version of the game, though they are simple-looking for the most part, as the majority of screens had little to no actual movement in them but rather remained still. This didn't take away from the cinematics however, which were well done despite the visual limitations the game had to work with.

ATMOSPHERE/IMMERSION | 10/10

Incredibly atmospheric. Cyber noir is presenting "technology as a destructive and dystopian force that threatens every aspect of our reality", and that fits the game's theme perfectly. It's a story about humanity's lack of trust in one another and how it is one of our biggest flaws, and it carries that from its beginning all the way to the end. Heck, due to suffering from amnesia, Gillian is partly defined by this, though he hardly is the only one here. The game portrays this theme well several times throughout the game. The cyberpunk part of the cyber noir theme is also well represented here, with the contrast of high tech and the rich parts of Neo Kobe City being compared to the slums ridden with poverty. There are even minor things here, like a group of women taking their artificially enhanced pets to the vet, like a parrot with instant memorization, a dog that barely makes any sound and ... a pigeon? The deep lore that you can read up on on the computer at Junker HQ also is worth going through to familiarize yourself with Neo Kobe City.

CONTENT | 8/10

The game took me about 10 hours to beat, though you can easily beat it a couple hours sooner, if you skip some of the optional stuff. For example, reading through all the lore on the computer at Junker HQ took me over half an hour and is completely optional. There is a lot of good stuff here, and little feels as filler.

LEVEL/MISSION DESIGN | 8/10

This is a pretty well-paced adventure throughout, with a good mix of investigating, action, comedy and romance, though the last part never really felt right to me due to what I talked about in the Story part of this review. My only issue was that progression was somehow hidden behind a combination of Look / Investigate / Look that felt unnecessary, and some of the puzzles felt really contrived. That said, this is a pretty focused game and does its job well in terms of the design of its structure.

CONCEPT/INNOVATION | 6/10

This is not a new concept, as Hideo Kojima used similar Japanese crime adventures as inspiration for this game. It is unique in that I haven't played it in the 4+ years worth of games I've played as part of this challenge, it is a visual novel, which is a rare breed for its time, especially in the West and it tells a good story that aged pretty well. And I guess it's also worth pointing out that the game does enough to keep the player engaged without making this game feel like a book and without making the limited light gun sequences to feel annoying.

REPLAYABILITY | 1/5

This is a very linear adventure. If you are going through all options like me, which doesn't take a lot of effort, you will see everything in one go, besides some minor dialogue results at times perhaps. But other than that, one playthrough will give you pretty much everything here.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 78/100

A visual novel that is worthy of being played. If you are a fan of Kojima's work, this is a must play, if you are a fan of visual novels or adventure games, this is well worth a playthrough and if you enjoy good stories in video games, this is in the upper tiers, especially for its time.

GAME #095 | SUPER METROID Review (1994) | Beaten

 

SUPER METROID (March 19, 1994)
Genre: Platformer, Metroidvania
Platforms[SNES]
Developer: Nintendo R&D1 / Intelligent Systems
Publisher: Nintendo
Moby Score: 8.8

Started: July 29, 2023
Finished: September 11, 2023
Beaten: Beaten
Playtime: 11 hours

Title Screen

I like to pride myself in the fact that I enjoy almost every type of video game genre. If you asked me what my Top 20 games were, you'd probably get games from 10+ genres. That said, one genre I didn't manage to gel with before for some reason ended up being Metroidvanias. I played quite a few, but the only one I enjoyed was Guacamelee. I do like the Metroidvania-defining progression though. "Finding things to interact with, not being able to do so until I get a specific skill, coming back hours later to use that skill and finally interact with the thing" is a pretty satisfying thing.

I suppose the part that becomes a issue for me would be the maze-like design of levels coupled with that system. Where do I go, what do I do, where even am I, why are save points so far apart? Hollow Knight is probably the most notable Metroidvania I tried and bounced off of multiple times for reasons like this. I did want to go back to that however, and I think playing and beating Super Metroid gave me a lot of extra motivation to check out Hollow Knight and many other Metroidvanias that came out up to this point.

Super Metroid released on March 19, 1994 for the SNES and is the third installment in the very popular Metroid franchise. It's the second game for a home console and the first for a fourth-gen system. I played Metroid II for the Game Boy a few months ago, but only gave it a 52 for multiple reasons, chief among them that the limitations set by the Game Boy meant that many things I enjoyed about Super Metroid simply couldn't translate. But yes, Super Metroid ended up being much, much more enjoyable and is another fantastic release for Nintendo's SNES.

STORYTELLING/CHARACTERS | 4/10

Super Metroid tells its story through its atmosphere. In terms of pure storytelling, the game doesn't do a whole lot, but it has one moment that the game pulls off pretty well near the end. It also generally continues the story of one of gaming's most recognizable characters, which is worth acknowledging, and it doesn't do anything wrong in that regard, it just doesn't do a whole lot.

To give you the short of it because, frankly, there ain't a long version, Samus Aran brings the Metroid that she left with in Metroid II to the Ceres Space colony to be studied. It is found ou that its energy-producing abilities could be used for good. Ridley, the game's antagonist, steals the Metroid and Samus follows Ridley to the planet Zebes. Here, Samus must once again move through extremely hostile territory.

The ending in this game is interesting in that it feels like a proper conclusion, with no cliffhanger or anything else pointing to the continuation of Samus' story. There also was no Metroid game for the next 8 years, the longest ever gap between releases for Metroid games. This feels weird for a game that is so popular these days, but Super Metroid never was a mega-seller, selling "only" 1.42 million copies by 2003, so maybe that's part of the reason why the 5th gen was skipped. [Reading through some posts online, it appears director Yoshio Sakamoto had other commitments during the gap of 8 years and didn't feel like the N64 would be a suitable system to make a Metroid game that would live up to expectations.]

We get a story synopsis of Metroid 2 at the start

GAMEPLAY | 17/20

One of the most fun games to play as far as the early 90s go. Controls are smooth, the gameplay loop is fluid and the constant acquisition of abilities as you play means you never really see everything the game has to offer until you're pretty much done with it.

The game is a side-scrolling action-adventure / platformer with a big focus on exploration and constant progression ('Metroidvania'). You start the game out with a basic weapon and the ability to jump. You quickly start gaining new abilities that not only make you more powerful, but also allow you to enter areas that you were previously locked out of. For example, rolling up into a ball lets you enter tiny passages. Gaining the ability to place bombs while in bomb-form lets you jump up to enter tiny passages that are placed higher. Missiles allow you to open stronger doors. It's a timeless system that can both fail and succeed depending on execution. In Super Metroid, it is executed very well.

The only issue I personally had with the gameplay was how it dealt with your health. If you have very low health for example, you can get it back up by either finding a rare location that fills it up for you or by killing enemies, who drop items whenever you need them. The idea is fine, but in practice, I found myself "grinding" by constantly entering and exiting rooms and killing the enemies that spawn to max out my health again. Die and you respawn on your last save point with the health you had at that time. So either that save point is "useless" in that regard, or, if you saved at full health, it literally is a better idea to let yourself get killed than to spend a couple minutes filling up your health manually.

Boss fights are fun and challenging in this game

MUSIC/SOUND/VOICE | 10/10

No voice acting apart from the intro. The soundtrack does a phenomenal job in setting the atmosphere. I'd say the majority of the tracks are very good, but Brinstar (Underground Depths) and the Ridley / Draygon Boss Theme, especially the former, are some of my favorites from the 95 games I've played for this challenge so far.

GRAPHICS/ART DESIGN | 9/10

The visual quality is pretty good for a game of its time. Locations have varied styles, there are lots of different enemy designs, special effects look nice and the whole vibe the game is going for is excellent.

The menu looks complex, but you get an overview of your items here, and you can see the map by pressing L

ATMOSPHERE/IMMERSION | 10/10

One of the most atmospheric games I've played from this time period. The visuals, the soundtrack and the theme of this game just work extremely well together. I didn't play this game when I was young, but I can easily see myself being very scared playing this, because even in my mid 20s today I notice how daunting the atmosphere feels.

CONTENT | 9/10

The only complaints I have in regards to the game's content is that unlike more traditional platformers, where a lot of hours are spent trying to get past a hard challenge through trial and error, Super Metroid adds hours to its playtime by making it somewhat difficult at times to figure out where you should even go. I'll go over this more under "Level/Mission Design", but apart from these complaints, what you get will be 8-12 hours of a fun time that for the majority of it, flows really well and keeps giving you new upgrades and powers to play around with, no challenges to conquer, new areas to explore and new bosses you defeat. It's a fun time.

These statues give you your power ups

LEVEL/MISSION DESIGN | 8/10

Your opinions in regards to the game's level design will vary greatly depending on your frustration tolerance and your understanding of what makes a video game fun. Firstly, it's undeniable that a lot of thought went into the design of the levels and how their setup would work for progression as a whole. In addition, visually and environmentally the levels stand out in that there is a lot of variety in play here. I think there will be much less debate about these points. Where it gets more contentious is when it comes to the basic philosophy of this game and, by extent, the whole Metroidvania genre.

When at first you have 1 route to take, all of a sudden you have 4 more that open up when that first route gives you a new ability. From here, 4 routes may turn into 8 routes, and later, those 8 routes may turn back to just 3 routes, but you have already discovered so many parts of the game that you're not quite sure where those 3 routes were. Playing this game and then taking a break for a week for example will make it nigh impossible to beat because a lot of it is dependent on the player keeping in mind certain areas that they couldn't enter in the past, so that when they get a certain ability later, they know where it will be useful. If you don't do this, get ready to go everywhere trying to figure out what to do, which can sometimes feel more, and sometimes less intuitive.

Ultimately, I personally didn't find this to be a big issue, though I've had to look up a guide once or twice (the solution felt obvious in hindsight). I think it's a formula that won't be for everyone, but in my opinion Super Metroid succeeded in balancing the difficulty, where it may take you a little while to figure out where to go next, but it's rarely ever cryptic, and you will find your way to go, if you just concentrate on the game.

Once you beat it however, and once you understand what needs to be done without having to think about it too much, I could see this being a very fun "comfort game" to come back to, because the gameplay, when it flows and is not disrupted by you trying to find the next path, flows reeeally well and beating the game will probably take an expert 3-4 hours.

CONCEPT/INNOVATION | 10/10

Super Metroid is the first game to truly refine the Metroidvania formula, at least by popular belief. Not only is that a genre that pumps out great games to this day, but based on my own limited experience, I'd say Super Metroid still is among the genre's highlights, though I assume, and hope, that the rest of the Metroid series pulls me in even further. As far as this challenge I'm doing is concerned, I've played almost 5 year's worth of games and have not experienced anything quite like Super Metroid, which is not only a breath of fresh air but also genuinely one of the best games of the first half decade of the 90s.

REPLAYABILITY | 2/5

If you're into speedrunning, or if you want a quick comfort game to play, Super Metroid I feel like will be just that after you initially beat it. In terms of pure replayability though, Super Metroid doesn't offer a lot. There are some optional power ups you can find here and there, but it's basically one linear playthrough otherwise.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 84/100

If you want to go back to the roots of the Metroidvania genre without it feeling too aged, Super Metroid is a fantastic starting point. Not only is it the game that refined the formula, but it truly aged really well and will provide you with a few afternoon's worth of fun entertainment.

Saturday, July 29, 2023

GAME #093 | SHIN MEGAMI TENSEI II Review (1994) | Beaten

SHIN MEGAMI TENSEI II (March 18, 1994)
Genre: RPG
Platforms[Super Famicom], PlayStation, Game Boy Advance
Developer: Atlus
Publisher: Atlus
Moby Score7.2

Started: July 18, 2023
Finished: July 29, 2023
Beaten: Beaten
Playtime: 33 hours

Title Screen

Shin Megami Tensei II, which released exclusively in Japan on March 18, 1994 for the Super Famicom, is the direct sequel to Shin Megami Tensei - not just in number like for most of the Megami Tensei games - and has become a video game that I have very conflicted feelings for. It is a game I enjoyed a lot overall, but one I can't recommend to anyone who isn't a big Megami Tensei fan. It is a game that confirmed once again that the Megami Tensei franchise is one of my favorites in gaming, but is also a game I don't see myself ever playing again (unless we get a remake). Though I'll explain what I thought about the game in detail in this review.

STORYTELLING/CHARACTERS | 9/10

(To preface this, as with the original, it's worth cautioning that if you are a deeply religious individual, you might take offense to the portrayal of the Messians in this game. Personally, I think a work of fiction should be treated as such, and I think the social commentary in this game goes way beyond the Messians (who appear to be portraying Christians) but if this kind of portrayal is a no-go for you, I'd stay away from the game. Some say this fear within Atlus is why the games never released in the West at the time, but who knows.)

SPOILERS FOR THE FIRST GAME: This game starts several decades after the first game ended. From the ashes of Tokyo, the Messian religion created a new encapsulated city called "Tokyo Millenium". Millenium's purpose for the Messians is to bring about the Thousand Year Kingdom, an age where people can live in peace. This concept was put forth in the first game as well, but did not come to fruition for the Messians yet, who are awaiting their Savior / Messiah who can guide them there. These seemingly noble amibitions aside, looking at the layout of the Millenium paints a different picture of perhaps not only their intentions, but definitely of their actions.

See, Millenium is divided into several districts, with one central tower controlling and ruling them all, aptly named "The Center". This is where the Messians and the elite live. The other districts include "Factory", the industrial center where commodities are produced and mining and excavation projects take place, "Arcadia", a demon-free district filled with care-free citizens, and "Valhalla", a zone more or less free of control by the Center and one where its citizens can pursue earthly delights as well as fight in a "Collosseum" in deadly tournaments, the winners of which get to live in the Center themselves.

You are one such fighter called "Hawk". Your trainer, Okamoto, wakes you up one day to train for the upcoming finale of the tournament. You are also an amnesiac who Okamoto "found", took in and named one day after you were unable to do so yourself. As you prepare for the final battle, many mysterious characters show themselves to you in odd visions. There is an old man in most of them standing next to bodies of men and women who are standing motionless in chambers, as the man asks you if you remember their names. Apparently, they are tied to your destiny. There is also a guy named Steven, who you will remember from SMT 1 if you played it, who appears in a "Virtual Battling Program" to give you something he calls the "Demon Summoning Program", which he gives to many capable people because of certain events that he fears will take place soon.

From here, you become demon-summoning Hawk, though that's just the start of who you are. What is your real name? Who are you and why are you strong? Why did the old man come to you in these visions? How do you tie in with the Center and their plans for the Thousand Year Kingdom?

Know that the characters you name ARE tied to your destiny somehow and that the reveal of who you really are is a big deal in this game and a pretty awesome moment. In general, characters feel a lot more fleshed out here than in the original. While two of the characters you are asked to name appear very briefly in this game, multiple of them play a massive role and the others have their own storylines that are interesting to follow for many hours. The resolution to all of their invidiual stories were satisfying in my opinion. The characters, both yourself and the others, have canon names which you can let the old man give them, or you can look them up and give the names yourself. The difference here is that letting the old man name them somehow means you get a lot of points towards the "Law" alignment.

Yes, the Law and Chaos alignments return in this game and as with SMT 1, there are many ways that your alignment at any given moment impact the way the game is played. During the end game part, you once again then decide which path to ultimately follow and you get one of three endings from there, Law, Neutral and Chaos.

The setting is explained at the beginning of the game - Tokyo Millenium is the new Tokyo

SPOILERS REST OF THE WAY

Unlike SMT 1 though, I feel like Atlus played around with these alignments a bit more. While Law was not your "Objectively morally good" path then, it is even less so here, with some surprises along the way in terms of the characters that are supposed to portray and follow the Law path. Whatever you were expecting in that regard, it likely will not have been what this game throws out there. While the game starts off with a heavy focus on the Messian religion and would make you seem that this game becomes a negative commentary on Christianity, it moves beyond that to provide general social commentary about humanity's need for guidance and the leader's tendency to exploit it.

In that regard, I found the Law ending that I achieved in the end to be really satisfying. Unlike the Neutral ending, where guiders / leaders / saviors are generally rejected, or the Chaos ending, where you follow Lucifer's anarchic path to freedom (which I personally think could never last), the Law ending, to me, presents the best path to achieve true peace.

While the Messians used their ambitions as a pretense to make a luxurious life for themselves and let the majority of citizens in Millenium slave away for them, the Law ending takes things in a different way when the Archangel Gabriel takes the protagonist to the top of the Center, where the garden of Eden is located. The idea is to create the Thousand Year Kingdom here, as Eden turns out to be on a "spaceship" that will take its inhabitants away from the Earth while the Earth. Instead of taking those with them who pretend to be working for the ideals that they propose, such as the leaders of the Center, you find that regular citizens of Millenium were chosen and brought to Eden, people who devoted their lives to make the Thousand Year Kingdom a reality in pursuit of true peace, with no ulterior motives. Meanwhile, you can find followers of the Messian religion remaining in the lower floors of the Center, wondering whether God made a mistake because they weren't chosen.

What really tops it off for me is the fact that at the end of the game, YHVH himself is challenged by you and Satan (yes, Satan), despite the fact that you seemingly follow the same ideals. I presume this was done because Satan didn't want a being to be mindlessly worshipped and one everyone attempts to please and be judged by. Instead, killing him and bringing all those pure-souled people with them achieves the reality of the Thousand Year Kingdom, where people truly work for each other's benefit, while those with the exact same ideals, the protagonist and Hiroko (who turns out to be the protagonist's surrogate mother), are presented as the "leaders", mainly to satisfy humanity's desire for "leaders" to cling to, instead of actually acting as the sort of leader YHVH or the Elders in the Center would have been.

I think an argument can be made for all three alignments however, which is why I like the alignment system, even though I am by no means someone who has more than basic knowledge on any religion, political ideologies or mythologies.

All this is brought home with the cyberpunk aesthetic of this game, both through the art design and its themes, which makes this stand out over the first SMT game. I don't SMT II's story is among the best in the history of video games, but it is certainly among the best for its time, it is certainly a notable one for the medium despite its shortcomings in pacing and character development at times (lack of memory storage at the time would play a big role there) and it is certainly one worth retelling thorugh a remake (PS: the genocide in the Law alignment is indeed fucked up, but I think it works as part of what the Law alignment proposes I feel).

You are asked to name multiple characters during these visions, or you can let the old man tell you their canon names

GAMEPLAY | 13/20

Shin Megami Tensei II's gameplay is a tale of two sides. There is the Great side and the Terrible side. The Great side is just as great as the original with some quality of life improvements but little innovation, while the Terrible side slightly improves upon the issues that were present in the original, but adds a couple more terrible things. Well, and then there is some stuff that is not terrible, but also not great.

The Great side

This game features the same gameplay as SMT I but improves upon it in some areas. The screen is divided into two halves akin to a Nintendo DS, with the top half presenting the gameworld and its dungeons, and the bottom half showing you the up to 6 humans and demons you have on your team. You and one other human character are together for most of the game, while the remaining 4 slots can be filled by demons. You acquire demons by negotiating with them and persuading them to join you by selecting the correct dialogue options, giving the demon presents and sometimes, hoping that the invisible stat-checks work in your favor. Once you acquire demons, you can summon them for battle. In the Cathedral of Shadows, here 'Jakyou', you can fuse 2 or 3 demons together to create even stronger demons, which you will need to do in order to be strong enough for the battles ahead. As you level up, you have access to higher level demons and as you progress in the game, you get into areas where some of these stronger demons can be found and negotiated with. As with the majority of the Megami Tensei series, this gameplay loop is more or less the same and pretty addicting.

As you traverse dungeons or the overworld, a multitude of random encounters await you where you need to battle demons and figure out a way to your destination, where you fight bosses to progress the story. Random encounters are not difficult for the most part, so you can use the Auto Battle function to quickly dispose of the enemies, but there are enough tough enemies to make you face them manually, and besting them will require you to have a certain strategy to do so. There are no affinities here like in future games, but you still have to see if the enemy is more susceptible to physical or magic attacks and you will need to find demons with certain skills that will make your life easier like "-kaja" attacks that can buff your attack or defense. Getting those demons requires a lot of negotiating, fusing and testing, which is, again, a really fun gameplay loop that can entertain for dozens of hours, as is the case here.

The game is your typical early 90s RPG, with story moments mixed in between all the dungeon crawling you do. Dungeons are more or less the same in the way you traverse them and in their layout, but traversing feels a lot smoother here, which makes doing so more satisfying. There are also a lot more different challenges dungeons have for you. There are the fog levels as in SMT 1, but there is also a dungeon that pushes you around in a specific pattern which you will need to fight to reach the stairs, there are a lot of dungeons with traps that will throw you down a couple flights of stairs if you walk into them and more. I have this listed under "the Great side" because I like that there are more challenges than simply walking forward, but this aspect certainly has a negative side to it that I will get to later.

There are also a lot of optional dungeons and areas you can enter, many of which will grant you pretty nice bonuses for your playthrough, such as better equipment or boosts to your stats like "Strength", "Magic", "Vitality/Stamina" and "Speed". Even in mandatory dungeons, you can go straight to the destination or be rewarded for exploring every nook and cranny with item drops and sometimes entrances to areas that provide you with a Save point.

Finally, the best quality of life improvement here is that you can now instantly access the map by pressing the left bumper, which is such a big deal here.

Overall, the best part about this game is simply the gameplay loop of demon negotiating, fusing and battling, which is I think some of the most engaging combat in an RPG for its time. It's not nearly as fleshed out as in later entries of the series (obviously) but I think it is satisfying enough to still be enjoyed here. Unfortunately, distractions from this come in many negative forms.

Battles are pretty much the same as in SMT I

The Terrible Side

It starts off easy enough. One of the early objectives you get is to go to a place called "Holytown" and kill two bosses. There are 4 districts you can go to on this overworld where you get the task, all of which could be "Holytown". If you talked to a specific NPC in a bar, you will know which it is without having to potentially go through all four. Nice, you get rewarded for exploring with this useful piece of info. Once you get to Holytown, you explore the dungeons and find one of the bosses. Great, no hand holding and you get it done, no problem. The other boss however is not in these dungeons. Instead, I stumble upon it by walking through a semi-random spot on the overworld. Hm, ok, no problem.

Then, it gets progressively worse. To unlock a new area, you need to find six pillars. I found most of them, but one gave me trouble and one would give all players trouble who go into this blind I think. That is that you need to win a now infamous dancing contest to get one of the pillars. This is done in a disco. Finding the disco can take a while on its own if you don't mark every notable location somewhere on a notepad or something while you play, walking through the disco is a pain because no matter where you go or where you look, each individual step is interrupted with a good 3-5 seconds of uninterruptable dialogue showing people who dance and a text that states that they dance. Once you finally find the spot, you may enter the dancing contest, but ONLY if you have 10 magic. Magic is a useless stat for your protagonist because he can't do magic, so you wouldn't level magic due to this. If you read up on a couple small tips beforehand, you will know, but if you don't and are stuck with the 4 magic at the start of the game, you may be in some trouble and have to grind for a while. Getting a certain drink and wearing a certain equippable item can get your magic up by up to 4 points temporarily I believe however.

The other thing that I myself had trouble with was with one pillar that you apparently get by going to a super-random location in one of the, by this point, dozens of dungeons you unlocked, and finding one random NPC. Getting these pillars can generally be random (buy something from the junk store to get one, go to a digging site on one overworld map to get another) but this felt over the top. There are countless times where the solution to progression is not intuitive at all and talking to NPCs doesn't help either, which I think takes it way too far. On top of that, there is absurd amounts of backtracking that you are meant to do, and that's if you even know where to go. If you don't, you can easily spend hours per task just to find where you needed to go, so I can't imagine anyone wanting to go through this without a guide. It didn't stop me from enjoying the game (it actually helped with that) but I can imagine this being a dealbreaker for some and is the primary reason why I can't recommend this game. Late in the game for example, I need to enter a certain area. I can't, and so I apparently have to go all the way back to a different area, have one short chat, and go all the way back to the area I wanted to enter to be able to do so. This can easily take 45 minutes and is just one instance of backtracking being brutal here.

In terms of the combat, while I enjoyed it, there is one issue and that is that it is way too easy after you reach about the mid-way point of the game. I got a Gun at this point that let my protagonist and other human partner shoot 3-6 shots per turn, which absolutely obliterated the majority of random encounters. Get one or two demons that have the Tarukaja spell (increases damage) and you will do absurd amounts of damage. This has made pretty much every boss fight from that point on trivial and simply a matter of depleting their health. Some bosses are resistant to Gun attacks, like the final one, but even there the damage the boss dished out was so low (and they only get one action per turn) that I just had to wait for the boss to go down. Part of me was glad because I notoriously am terrible at JRPGs, but obviously being able to spam one tactic for half of the game is not very fulfilling.

I also can't end this part without mentioning the encounter rate. There are many areas where the encounter rate is actually more than OK, but there still are too many where the encounter rate is way too high. It's especially infuriating when you are lost and trying to figure out where to go, or when you are thrown down two flights of stairs and have to go back. It is an improvement over 1 though.

Level Up Screen

The "Meh" Side

This game still has the Magnetite system, which I believe will stick around for a while, and I can't say I like it that much, though it's not a big deal, if you know how to deal with it. Magnetite is a resource that is spend with each step you take, if you have a demon in your lineup. The more demons you have active, the quicker it goes down. As dungeons get larger and more complex, your Magnetite can run out insanely fast if you have two or more demons active. If you have 0 Magnetite, each step dishes out damage to your demons, so you should always have Magnetite. This forced me to grind for Magnetite at multiple points early on to have enough (luckily some enemies give you a lot of Magnetite) but what you can also do is simply walk around without any demons being active. This means you will be in a tough position if you can't get away from an encounter and it means you need to re-summon demons, which costs a little bit of money, but it was a great trade-off in my opinion. In the end game, you get so much Magnetite but dungeons are so massive that even that is not enough, so I never felt secure with the Magnetite I had in stock right until the end, and it's a system I can definitely live without.

There are also some activities you can do on the side, like go to the Casino or play in a "Code Breaker" game. While I didn't play in the casino (I hear you can get some near-game-breaking items from there), I found the Code Breaker game to be not really rewarding. You need to guess 5 numbers in the right order and have about 10 guesses to do so. If you picked one of the correct numbers, a B is shown to indicate that. Get the number in the correct spot and an H is shown. 12345 could for example show you "HBBB", which means one of the numbers is in the correct spot and three others are in the solution. 21358 for example could be the solution, and the quicker you get it, the better the reward. Unfortunately, the only rewards that are worth it were for the first two guesses, and you can imagine how unlikely it is to get those right, so either use your emulator to cheat a win or don't bother. Plus, you need Metal Cards to participate, but you get so many and these Code Breaker stores appear so rarely that they only end up clogging up your limited inventory space, and I didn't realize they were a waste of time until I got to play the game again and truly understand how poor the rewards were.

In general, a lot of items in this game are pretty useless. "Maha-" stones for example are attacks that can damage multiple enemies. Usually, if you face one enemy, it would just hit that enemy, at least if you use "Maha" attacks as part of a demon's magic. If you use the item, it doesn't even work unless there are multiple enemies on the screen. Then there are tons of other items which have 0 use for boss battles and are ineffective compared to your other attacks, so I went through almost all of the game without using any. Only time I needed to use some was during the final few boss fights, when I was locked out from going to any stores and the last 5 or so stores only sold guns, which meant my protagonist (who went from Neutral to Law at this point) couldn't equip his sword anymore, couldn't find a new sword anymore and was useless because he has no Magic attacks and all Gun attacks were blocked, so I just ended up using his turns to waste all the items I had been carrying for almost the entirety of the game.

OVERALL

Overall, I can't say I would have finished this game if it weren't for the fact that I played it on an emulator that let me use save states and let me fast forward whenever I needed to and used a guide. The pacing of everything being slow can really be frustrating when most of the time you are simply trying to figure out what even to do, and backtracking for ages just to get a nugget of info (if it even was available) just felt too ridiculous. I did want to beat it though because I think it is worth it for the story, but I'd recommend watching someone else play it to not potentially lose your mind with this.

Steven is back!

MUSIC/SOUND/VOICE | 8/10

No voice acting. I'd say the sound design was a mild improvement over the original, but not too noticeable in that regard. The soundtrack was great once again here, though I'd say a step down from SMT 1's soundtrack. There weren't enough tracks that were as notable as in that game, and even worse, a select few would play for roughly 80% of your playtime. Truthfully, I did not get fed up with these tracks and could gladly listen to them right now, but I can see how it would get on people's nerves after 30+ hours. There are plenty of bangers here however and it is one of my favorite soundtracks out of all games I played as part of this challenge I am doing, so I can't complain, I just know that Atlus has done better a lot of times.

The dancing animations are great. LET'S DANCIN'!

GRAPHICS/ART DESIGN | 8/10

This game is not technically impressive by any means, so the majority of time is spent looking at wall tiles in first-person dungeon crawling that, while they look improved from the original thanks to actual textures being used (and a variety of them), each dungeon's tiles all look the same and each texture is reused multiple times, apart from later ones. The other part of the game is spent in the overworld, which has an odd mix of blue-yellowish colors but, after getting used to it, is definitely a step up to the originals. Where the game really shines visually is in the design of its demons, which are pretty much all looking excellent and also in its cyberpunk aesthetic, which I think could have been more prominent but shone through whenever it needed to. The UI in this game also looks much better compared to the original, as it has been cleaned up and doesn't take nearly as much space anymore.

The overworld looks different to what I'm used to from SMT games

ATMOSPHERE/IMMERSION | 10/10

Shin Megami Tensei II is just as atmospheric as the first game, and the series in general has some of the best atmosphere out of any video game I've played. To do this despite the clear technical limiations at the time is quite impressive, and it couldn't be done without the game's soundtrack, its art design and the story. There are multiple events that really surprise you and make you realize that in this fucked up world, everything is fair game and no one is safe. Its an atmosphere that is as depressing and hopeless as in the first game due to the state of the world, but I think the options of resolution offered here made me feel more hopeful once it was all said and one than I felt with the first.

CONTENT | 7/10

Dozens of mandatory dungeons, a handful of optional ones, plenty of which provide you with really useful stuff. A huge list of 100-200 demons to choose from, a fun battle system and more story content than in the majority of games at the time and among the highest quality story content for sure. The game will take you 30+ hours, though closer to 40 to 50 if you do the Neutral route and closer to 70 hours, if you decide not to use a guide at all. Unfortunately, as you can tell, a lot of these hours come from not knowing where to go and/or backtracking, so a lot of very good content feels slightly buried in between these nuisances.

LEVEL/MISSION DESIGN | 5/10

There are a ton of really interesting areas to explore in this game, such as the multiple districts in the Millenium, the underworld and the Abyss, but the backtracking and cryptic progression are just so bad. If you want to show a horrible example to the "I liked when games didn't hold your hands" crowd, this is it.

There are a dozen dungeons that looks just like this one

CONCEPT/INNOVATION | 6/10

The concept still feels really fresh here, simply because there was no game like it at the time. All RPGs I've played focused on the same style of turn-based combat and put the onus on level-grinding to be able to beat tough enemies. This game offers a lot more strategic options beyond putting man-hours into playing it, which is what I really appreciate about its system, and its approach to storytelling is unique to this day. Its such a demonic story that the developers, to this day, go to a shrine to cleanse themselves before working on one of these games, and I am glad that their superstition didn't lead them to stop making these outright. In an era where console games where nearly exclusively aimed at kids, I am glad this was made.

That said, the game doesn't innovate a lot over the original, though that is to change over the coming years when SMT moves from mainline to the Devil Summoner and Persona series.

REPLAYABILITY | 3/5

Once beaten, you can decide to go for the other two routes, which will not only change the path to the ending but will also allow you to use different demons and equipment. Replayability is reduced a bit by the fact that progression has a big focus on backtracking.

PLAYABILITY | 5/5

Works well at all times.

OVERALL | 74/100

In many ways, this is an improvement over the original and in some ways, it's a step back. It's a game that shows its age a lot and will be tough to play and enjoy for the majority of people who try it these days, which is why I can only recommend this to hardcore SMT fans. The story is worth experiencing and is the main reason why this game is worthy of a remake, and it didn't do anything to stop me from being excited to play Shin Megami Tense if... in a couple weeks / months, but I'm unlikely to want to play SMT II again in its current state, though happy to have done so.