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This is a sell on Soul Hackers 2 for me. I really liked Soul Hackers 1 as the most approachable of the pre-Press Turn SMT games, but elements of its plot and design do not hold up. I'm really surprised to find out that Soul Hackers 2 has been ill-received, if prior Atlus output hadn't made me default to being wary of their future output, Soul Hackers 2 would have been a day one purchase for me.I've shared my thoughts on both before: SMTV here and Soul Hackers 2 here. The short of it is that I would expect more people to like the former, but I particularly don't, while Soul Hackers 2 is one of my favourite RPGs of the last few years, particularly when it comes to aesthetics, atmosphere, writing, voice acting performances and combat mechanics.
It's a game that had a monumentally difficult task in carving out a niche for itself from almost any conceivable angle. Some obstacles in its way, from the start: it is not Soul Hackers the first, so people attached to the expressions of a game commenting on the contemporary culture, fashion and speculative futurism of 1997 often did not want the respective treatment in the context of a game from 2022--just a return to those circa 1997 specifics, from creators that no longer even work in the industry. It's a Megami Tensei game that is not Persona, so the comparisons will be made and it will be found wanting, mostly in the perceived spaces of pedigree and "budget." People were largely more interested in scrutinizing its price point and DLC structure on release than anything else the game otherwise was. It starred a female protagonist (like had ostensibly been desired and asked for from Atlus, for years) but Ringo was largely dismissed as any kind of entity that mattered, because her game wasn't sufficiently good or something about her visual design irked people. It has an excellent soundtrack and battle system, but because it's not Meguro or Kozuka and because it's not Press Turn, neither of these qualities rate as interesting enough on their own merits and are not "SMT enough." On and on, there are enough reasons to dismiss and question the legitimacy of the game to death if one chooses to, and there's certainly no obligation to like it, but the narrative around it has been exceptionally venomous on the part of those who didn't care for it, and silent for those that did--for reasons that seem nonexistent, because its existence is fundamentally marginal and it threatens no one and nobody, not even the memory of the series it's part of which people used to like. The qualities that I found exceptional, odd and mediocre about it are in that post up above, so consult that for a largely positive outlook if one is desired.
At least in my part of the world, the Steam sale is still up for a few hours yet, in which the game is greatly discounted; I do not think it did financially well so it will probably go on deep sales regularly from here on out even if you miss this window.
After what feels like a small eternity, I have finished Touhou Artificial Dream In Arcadia and it's very expansive post-game. Seriously, that post-game is four additional dungeons and a new town, alone totaling nearly as much dungeon content as Wizardry 1.
This is definitely, hands-down, no contest my favorite Shin Megami Tensei-style game, and by extension probably my second favorite dungeon crawler of all time? Hijacking replacing both SMT negotiation and RPG Steal commands with skill-based 30~ second Bullet Hell mini-challenges is an incredible boon. I will be thinking about that mechanic forever. Dungeons in this game are super good, too. Many of them have gimmicks, but they never get as annoying and drawn-out as actual SMT dungeons. My favorite example is that both the game's teleporter mazes have concrete rules you can determine that will allow you to sight-navigate them using the in-game map without any external notes. There are also two very powerful tools available to you for exploration - I made use of both at one point or the other. One is Grimoire: Explorer, one of the unlockable game modifiers you get by doing a sidequest. Grimoire: Explorer reduces how much SP you gain across the board, meaning you can use special actions like Hijacking enemy Sleepers and using Limit Break-esque Spell Cards less frequently. In exchange, your auto-map fills in the 3x3 grid around your character instead of just the spaces you step on. This trivialized navigating the dungeons that had pitfall traps, because the auto-map marks those for you. The other tool is the Map item. I was eating these like candy in the post-game. So there's a limited number of these in the game, I think 12 or 13 by my count. If you use a Map item, it immediately and permanently reveals the map of the entire floor you're on. Given (almost) every dungeon gimmick is labeled on your map, it gives you the option to opt-out of dealing with certain mechanics if you don't want to. There is one situation where this isn't helpful at all: there are three floors in which sections of the map just don't have map data. You can look at the map data, you can see just fine, it's not the same as a SMT dark zone, but the game just won't record those chunks of the map for you. Two of those floors are in the final dungeon of the post-game though, and I still only had to bust out graph paper for the last one, which felt appropriate for the final challenge of a dungeon crawler. Much more interesting than the kinds of "I don't know, just throw in six million teleporters?" type design SMT tends to use as final navigation challenges.
I had intended for this to be a brief detour after Soul Hackers 2, but I definitely didn't expect my experiences with that game (which I was also positive on) to be so completely overshadowed by this one. Obviously, my priorities are going to be different than other people's, but a consistent experience I have with nearly every single SMT game, from Strange Journey to Persona 5, is hitting the 40~ hour mark and putting the game down for sometimes several years or grinding my willpower into dust pushing through to the endgame. There have been two exceptions: Soul Hackers 1 and Artificial Dream In Arcadia. Soul Hackers 1, of course, is kind of short for a SMT, and Nemissa is very powerful, so you can ride that and a semi-competent Zoma into a fairly relaxed run of that game. My play time for Artificial Dream In Arcadia was 111 hours. Granted, probably 10~15 hours of that was the game idling in the background because of the context I played some of the game in. The only time I felt the game weighing on me was the Hijack, Sacrifice Fusion, repeat grinding I did to get my neglected healers, Eirin and Toyohime, from level 50~ to level 95~.
No small part of the game's staying power is the Hijacking mechanics breaking up the monotony of turn-based RPG combat and adding an extra dimension of strategy. I was sure to Hijack an enemy at the start of every battle I had the SP for. Sure, that means their patterns were always the second-hardest version since they had full HP, but to me, that was kind of the point. Hijacking is much easier than "real" Touhou bullet patterns, but it does ramp up in difficulty and complexity as the game goes on. It took five or six tries to survive some end-game patterns, and I'm still not 100% consistent on getting through Yumemi and Shinki's patterns unscathed. Given I probably spent 10~ hours just doing bullet hell patterns for Hijacking, I'm curious how well Artifical Dream In Arcadia would function as a sort of bullet hell training camp.
NG+ is pretty well done in Overclocked, you earn points for the various things you did in your playthrough and can use these to buy elements for your next run - as soon as you can carry over some of your old demons, or break the exp reduction, or that kind of thing, the subsequent playthroughs just zoom by.But yeah, I would love to do all the ending. We'll see.
I've never looked it up, but I always assumed that SMT games have hidden stats tied to the levels each demon should be. Usually a peak range starting a couple of levels from their base level, after which regardless of stats they just get hit harder and do less damage themselves.Also, as much as I love King Frost, he starts to get a bit weak. Lucifuge could take Kudlaks hits pretty well. King Frost just got completely destroyed. There is definitely something going on, even aside from the stats.