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Shin Megami Tensei: Lucifer's Call / Nocturne

 
 
Spatula Clarke
15:54 / 29.09.05
I'd more or less given up on ever seeing this game come to the UK officially. Historically, the series has always been passed over for an English language translation or US release, mainly because of its themes. In a world where the American version of Splatterhouse got to keep all of its gore but had to have an enemy that resembled an inverted cross replaced by something less likely to upset hardcore religious lobbies, there was no way that a game in which you recruited demons from a number of different real world mythologies to your team by befriending them was going to see the light of day. Even less likely when the second game had the Christian God as one of the main bad guys.

This is the third in the main SMT series, the first on the PS2. Came out in the US some months ago and has managed to sneak out into the shops over here recently, with no fanfare or real publicity. I only just noticed it last week.

And that's a shame, because it's brilliant.

Starts off with the world ending, techno-apocalypse style. Then it's reborn. It begins at the point where Invisibles/Promethea/Akira end - reality being rebooted. A few people are kept whole - you're one of them, but during the reboot you're accosted by a small blonde kid and a woman in a veil, who shove a worm in your mouth and turn you into a demon.

The game plays like a cross between the old AD&D Eye of the Beholder games and Pokemon. It's effectively one big dungeon crawl, as far as I can tell so far, only with complete freedom of movement within the areas. It doesn't need that freedom of movement, as the areas are all very much corridors with rooms leading off from them - indeed, the previous games in the series played from a perspective almost identical to EotB, first-person with movement being conveyed through screen wipes of static images. While the new one's entirely three-dimensional, it still feels remarkably similar to that sort of style. That's no bad thing - I'd forgotten just how entertaining this kind of exploration can be.

It's a dungeon crawl in structure, but a lot of the environments are everyday (although deserted, due to the events in the storyline) - shopping malls, railway stations, hospitals. Well, asides from the bits where you're transported into a computer network or the underworld, obviously.

Battles are random. To begin with, your party consists of you and one other demon who you meet almost as soon as the game proper begins. During battle, along with options to use specific attacks or spells, you have the ability to talk to your opponent - this is how you recruit extra team members. Some will ask you questions and will join depnding on the answers you give. Some will want you to give them gifts. Others will come to you and request that you let them join.

That's where the Pokemon stuff comes in. There are over 100 different demons that you can recruit, meaning that you can shape your active party to suit your own style of play. Demons can evolve into different types, too, depending on a number of factors - it might happen when they reach a certain level, or you can force it by combining them with each other, creating new types along the way. As usual for Japanese turn-based RPGs, everything has its own elemental strengths and weaknesses, turning battles into a highly complex game of rock, paper, scissors.

In terms of how it plays, then, it's resolutely old school. What makes it feel unique - apart from the demon collecting and communication stuff - are how it looks and the way that the storyline is affected by your decisions.

Looks first. It's Zelda: Wind Waker meets Killer 7 meets Rez meets the Blood: The Last Vampire anime. Highly effective toon shading, a bold use of colour and framing, Tron-style texturing and spot effects, and lots of light bleeding in around the edges. While it's basically a combination of those releases, it never feels anything less than entirely original, so effectively are they combined. It's one of those rare titles where what you see on the promotional artwork is what you see when you're playing the game.

As the story progresses, it takes the standard premise for this sort of thing - you're the character upon whom the fate of the world depends - and expands on it, offering up a level of choice that's missing from most of the genre. The eventual outcome - the fate of the world - depends on the choices that you make during the game. Reality is still undecided, everything in flux, and it's up to you whether a new world is created from it or everything is wiped away, full stop. Five endings, apparently, so it's clearly more open than that. Unusually, the choices aren't obvious - rather than having one option that's clearly marked 'good' and another that's 'bad', they're instead relatively searching philosophical things, where you're never entirely sure how choosing one over another will change the outcome.

It also manages to tick the 'decidedly, wonderfully odd' box, too. Take the bit I just got to (still right at the beginning of the game, really, so no major spoilers): After making my way through a computer network (the only way I could travel from one city to another in the new Japan, which is situated on the inside surface of a sphere) I ended up plonked in front of a tree that seemed to be made of cybernetic blood particles. Looking through a peephole in the surface of the tree, I was transported to a theatre stage in a void full of blinking eyes, to be told that I was performing as expected by a blonde guy in a wheelchair. The curtains drew, and I was suddenly back in the 'real' world.

I adore it already. I've got to admit that some of that may be down to having wanted to play this series for so long - finally getting the opportunity may be dulling my critical senses somewhat. Everything fits together so perfectly, though - you've got an old, proven yet abandoned gaming recipe, topped off with some sparkling new icing and decoration, with a taste that's significantly different from any of the other cakey gaming treats currently doing the rounds.

The cyberpunk demonology is refreshing, the apocalyptic setting is exciting (in that it's not your usual post-apocalypse stuff, but during the apocalypse, defining exactly what sort of apocalypse it's going to be).

I'm bigging it up for the same kind of reasons I went off on one about Killer 7. The European version's been released on a brand new label - Ghostlight - and it's fantastic. Like I say, I never really thought we'd get to see an installment from this series, or any of the off-shoot games, in the UK, let alone in a conversion of this quality - 60Hz option, full German and French translations. That sort of care isn't often displayed by small European publishers, so they deserve praise for that alone. It's also a risk, to release a game that most publsihers would consider to be a no-go - the franchise is largely unknown outside of fan listings, the gameplay is out of step with current trends. Everything about it is esoteric enough to make most labels run screaming.

They've also got plans to release the first in the latest SMT splinter series - Digital Devil Saga - over here at Christmas, and I'd really like to see that happen and for it to be a success. Games like this need to do well over here, in order for people to keep bringing them over and kill the claims that there's no market for them. Games that treat the audience as having some measure of intelligence, of having the ability to appreciate something other than another FPS or racing title. Hopefully, they're going to make enough to guarantee that Ghostlight can stick around and keep to this kind of standard, cherry-picking the best and most important of the obscure stuff and presenting it in a manner that demonstrates respect both for the material and for its audience.

But forget all that. It's a superb game in its own right, well worth getting hold of.
 
 
Spatula Clarke
19:27 / 30.09.05
Meep. Cue a massive increase in difficulty that's forcing me to learn how to use the elemental nature of battles and the demon fusion process properly.

Demon fusion works a bit like egg breeding in Pokemon - take two demons of different types and stick them together, and the resulting creation will know moves associated with each. It means that you can create party members to your own specification, with a bit of luck, but because both 'parents' are used up as a result there's more risk involved with it than in Pokemon. Greater reward, though, in that it always results in a different demon type - there are only around ten monsters that you can discover through egg breeding in Pokemon.

And you need to do it for the battles. Elemental strengths and weaknesses are *far* more important here than in other games of this type. When it's your party's turn to attack, you get the same number of moves as there are members in your team, but scoring a critical hit or using an attack that your opponents are weak against gains you an extra move for that turn. Using attacks that they're resistant to or missing them leads to you losing an extra move for that turn. The same rules apply to the enemy.

So power levelling and trying to force your way through fights using unsuitable party members simply doesn't work here. It doesn't matter if you're twice as strong as the demons you're fighting - if you team have the wrong elemental attributes, you'll end up losing battles because you'll lose all your turns and the enemy will gain loads.

Fantastic idea. Really, really superb - Nippon Ichi could do with introducing a system like this to their strat RPGs (Disgaea, Phantom Brave) in order to stop players from being able to throw tactics to the wind and just blast through them with uber-levelled units.

It's this stuff that I'm having to make use of now, in order to get past the bit I'm stuck on. The demon I'm facing can wipe out my team in one turn, so I'm having to try and create some demons through fusion that are either immune to his attacks or else can absorb them - absorbing an attack turns any damage it would have done into restored health points, which means demons with that ability can end up being healed by their enemies' attacks.

You can also change the characteristics of your own charcter, I've discovered. That worm thing that the little kid chucked down my throat is a Magatama, and it defines what sort of abilities and stats you have. Different ones can be found throughout the game, and choosing to ingest certain ones alters your base stats and provides you with access to different spells, attacks, support abilities, and so on. Like demon fusion, selecting the correct magatama for the situation is essential.

This game's astoundingly good. It's even got the best Game Over screen that I've ever seen. When you die, the screen whites out and you see your body crumple to the floor. The camera starts to pull away and reveals an endless spiral of angels encircling you - camera moves upwards through the centre of the spiral, then spins up to give a view of the sky, with the spiral carrying on into a white infinity.

Just as well it's so good, though, because I've died an awful lot while trying to figure this one demon out.

If anybody fancies trying the earlier games in the series out, I've found a site that's got English language patches for the ROMs of the SNES versions of the first two games, allowing you to understand and play them on a SNES emulator - here's the first and here's the second. Appling patches to ROMs is easy when you know what you're doing, but kind of convoluted - if anybody's interested in playing these things, I'll be more than happy to explain it here or in the SNES emulation thread. I'd imagine it's definitely worth the very small amount of hassle.

(Alternatively, I'm sure that the patched ROMs could be emailed to anybody who wants them. PM. You'll need to be using the SNES9X emulator to run them, though, as ZSNES is said to have problems with the first game.)
 
 
Math is for suckers!
19:47 / 30.09.05
I love SMT:N, but yeah its definitely hard. I've been playing it off and on since it came out here in the states and I'm only about halfway through. I'm not usually one to suggest strategy guides, but I'd definitely recommend picking up the official strategy guide if you don't have it. It was published over here by Double Jump Books. At a whopping 400 or so pages it has everything you could possibly want, including a complete demon fusion guide, skills, a walkthrough, original art, and a history of the series. And if you like Nocturne you'll like Digital Devil Saga also.
 
 
Spatula Clarke
18:14 / 02.10.05
Hmm. I can see myself buying that - I'm not a fan of walkthroughs, but the higher quality guide books can simply be really nice things to have. Art, character descriptions and all that can add to the game experience when they're put together in an attractive package.

DoubleJump did a fairly good job with the Phantom Brave guide, but fucked it all up by printing it at half size, which made it impossible to read the most important bits - the stat charts. Is the SMT:N guide A4?

I opened up the Demonic Compendium in the game last night. It's great - like an mini encyclopedia of world mythologies.
 
 
Math is for suckers!
04:19 / 03.10.05
It's normal book size, but that doesn't really detract, as the charts and such are all easily readable, which could be why its 400 pages long. The only thing thats a little muddled are the maps, but if you aren't going to be using those its not really a big deal.
I really love all the mythology that is incorporated into the game. I mean its got Japanese, Chinese, Hindu, European pagan, Judeo-Christian, Greek and Roman, everything. It's amazing some of the obscure minor monsters and demons they dug up to put in the game. This thread makes me want to start playing again. When I stopped last, I kept having my ass repeatedly handed to me by one of the fiends. I haven't played too many rpg's, but of the ones I have, the SMT games are easily the hardest.
 
 
admiral sausage
15:32 / 05.10.05
My copy arrived yesterday, and as everyone has been saying,its bloody great. I havent had loads of experiance with RPG's but (and this is a lazy comparison) the interface is similar to a Final fantasy game. FF7 and FF9 were the two most enjoyable RPG's ive ever played, and this (to me anyway ) is just as good. The graphics are crisp and well drawn with a whiff of cell shading about them. There seems to be plenty of side quests there, mainly the pokemonesque demon collecting. There's a lot to learn, but its not overwhelming, like in Dark Chronicle.
I'm currently running around the desert trying to level up before I re-enter the Ginza underpass, it got a bit hairy in there last time. Enojoying the shit out of this game.
 
 
Spatula Clarke
09:39 / 06.10.05
No, you're right - the battles do play out in a similar way to FF. It's the standard way of dealing with combat in Japanese RPGs - your characters all stand in a line (sometimes two) and when you get to use them is defined by their speed/agility stat. There are always variations on that theme, but the basic skeleton remains the same.

Math: It's amazing some of the obscure minor monsters and demons they dug up to put in the game.

Yeah. I managed to fuse one the other day that, it turns out, comes from Sri Lanka. I really wasn't expecting that.

I've also started to realise that knowing a little about the various mythologies and religions can actually help you in the game, to a small degree. When it comes to trying to recruit demons to your team, they seem to respect the answers that you'd expect them to - those who are warlike in their stories will be pleased if you give them the most violent answer on offer, things like that. Just adds another level of depth to the game.
 
 
admiral sausage
11:53 / 06.10.05
www.classicgaming.com/reviews/megaten/megaten.htm

Look at the picture on the right, 4th pic down. Tee hee look at the pillars !

A really good site that talks about the history of the games, they started from a novel apparantly, and there was a cartoon (if thats what OAV means)
 
 
The Strobe
15:47 / 06.10.05
OAV = Anime film that goes straight to video rather than being broadcast on TV.
 
 
rotational
09:48 / 08.10.05
Been playing now for 4 hours or so and have made it to Ginza - having a really good time recruiting demons and soaking up the wry apocalyptic atmosphere (if you can have such a thing).

I was pretty nervous buying it as I have a 3 month old baby and I've not been able to play any games much recently. But this one's actually ideal as you get all the natural breaks in play when it waits for you to confirm or make a choice. Action games, these days, are pretty much a no-no. I can play it a lot of the time one-handed (kid braced in other arm, staring wide mouthed and dribbling at the screen).

Just had my party wiped out by an apparently common field demon so will need to pay a bit more attention from now on in. Love the graphical style, and the surface simplicity of the interface and basic play. Am beginning to see the exciting complexities beneath the surface, too, in fusing demons and working out enemy weaknesses. Love the degree to which you can configure the main character by ingesting the mega-whassits (and am secretly very glad that I don't have to guide the development of my demons too much as well - the thought of it is exhausting).

So all in all, loving it. And not in the McDonald's way neither.
 
 
Crux Is This City's Protector.
19:24 / 08.10.05
This all looks pretty neat. But I'm confused. Given that I am someone with acess to the American game market (and an American PS2), which game should I get, for the optimal graphical/gameplay experience? Are the 'Digital Devil's 1 and 2 ports of PSX games? Is there a new one that's totally awesome coming out soon? Help me through this sea of Japanese titles and American ports.
 
 
Spatula Clarke
19:35 / 08.10.05
Have a look on the Atlus US site - they're listed on the right-hand side there. The US PS2 games are Shin Megami Tensei: Nocturne (which is the one we're talking about in this thread), Shin megami Tensei: Digital Devil Saga and Shin Megami Tensei: Digital Devil Saga 2.

The DDS games, as I understand it, are slightly more conventional RPGs as far as the battle system's concerned, but neither is out in the UK yet, so I could be wrong. DDS2 is a direct sequel to DDS, which apparently ends on a cliffhanger, so you'll be wanting to tackle those two in order.

None of them are remakes of old games. The SMT universe is fluid, with most of the games sharing the same themes, but not being immediately related to each other. You can safely forget all of the Japanese games and just go for the US ones.
 
 
Math is for suckers!
00:59 / 09.10.05
The Digital Devil Saga are a little different in regards to your party and skills. Instead of collecting demons and using them in various combos, you have a fairly constant group of allies. Each character starts with a certain skill set and once that one is leveled up you purchase a new one and level that one up and so on. So instead of gathering a demon army, you gather tons and tons of different spells. The second biggest difference are the demon forms. Each character has a demon form and a human form. Demon form uses magic, while human form uses guns. You generally fight in demon form, but if there are both humans and demons in your party you can combine your powers with their guns to do attacks more powerful than guns, but less powerful than your straight up magic. Another difference is that the death of your main character does not mean the end of the game. You continue fighting until all the onscreen characters are dead. Everything else is pretty much the same. Most of the basic spells and a lot of the monsters are the same as the Nocturne ones as well.
 
 
admiral sausage
15:16 / 12.10.05
Arrg ! the Labyrinth of Amala, what pain in the ass. I keep going in there for a little look around, but its so hard I usually just leave and get on with the rest of the game ( im in the assembley of Nilho at the moment) Is the Labryinth vital to the game ?
 
 
Spatula Clarke
16:05 / 12.10.05
Nup, doesn't seem to be. In fact, certain factions don't appear to want you to be there, so it looks like it's there for one of the alternate endings. The further you get into the game, the more optional dungeons and bosses start appearing - the labyrinth is one of them, as far as I can tell.

Mind you, there are some goodies in it that you can't get elsewhere and are essential for fusing certain demon forms. If you're getting kicked about whenever you enter, I'd say leave it for a while and come back when you and your team are stronger.
 
 
Spatula Clarke
02:07 / 17.10.05
Okay, a few bits of advice that might hopefully take the sting out of some of the difficulty.

On the Labyrinth of Amala, don't go anywhere near the second kalpa unless you're planning on playing for an hour, an hour and a half straight. There's a section in it that's impossible to get out of quickly unless you're very, very lucky, and there aren't any save points besides the one at the entrance to the labyrinth.

If you're having trouble with the fiends, don't do too much of the labyrinth too early - leave it until later. The appearance of later fiends is delayed until you reach a certain point there (or indefinitely, if you're not bothering exploring it in the first place).

The other main benefit of doing the labyrinth beyond getting access tom those demons I was talking abou in my last post - or, at least, the other that I've found so far - is that you're provided with some backstory and explanation for the plot that you miss out on otherwise.

Small bit of battle advice that I meant to mention earlier - if you end up fighting against demons that you've got in your team (they don't have to be one of your three active party members, just available for selection from the inventory screen), choosing to Talk to them on your turn will make them disappear without fighting you. Can be useful in some situations as it cuts back on some needless battling and healing.
 
 
Jati no Rei
02:04 / 15.12.06
well, it's good to see the SMT games are getting some play on Barbelith. I'm new to the boards here, but have been playing SMT games since Persona 1, back in `97.

SMT:Nocturne is Amazing, as all here have said. 2nd best RPG on the PS2 (best being Romancing SaGa, IMHO) and an amazing gaming experience all around. I notice that the last post in this thread was a good while back, and am wondering if y'all have been able to finish/play any other SMT games...

also, have any of you played the Persona games? Persona 1 is old, but neat, though it's US translation was HORRID. Persona 2 was actually 2 games, Innocent Sin and Eternal Punishment. EP was the only one to make it to the US, since it was so late in the PS1's life, but I'd say that it is roughly as good as SMT:Nocturne, with some aspects better and some worse/different. Worth checking out if you can play PS1 games.

I'm playing Devil Summoner right now, the new one for PS2 (don't think it's in the UK yet/ever) and it's cool, though odd. It's set in the past, as opposed to the present or future, like all the other games I've played in this series. It's also an action game, as opposed to turn based (which the others in the series were and the style I prefer). Once you get used to combat, it's alright, though. The real selling point, though, is the fact that it's a detective mystery at heart. You can summon demons which let you read minds or envoke emotions in humans, as well as reach areas you cannot, eavesdrop, etc.
unless you hate action games w/a passion, check it out.
 
 
Sylvia
08:29 / 21.12.06
Jati no Rei: I'm blazing through Persona 2: Eternal Punishment as I type. I'm up to the Sky Museum. (Persona 2 gaming tip: Save before you enter the Sky Museum. Trust me.) I bought it a year ago and let it languish in my underplayed collection until I vowed to spend the late evenings of my winter vacation going through all the games I've left undone.

I'm having a lot of fun. For such an old school game, a lot of the interface and options are surprisingly, smartly ahead of their time. (An option to skip the full spells visuals to make fights go by faster? And it's acessible in AND outside of battle, so you can turn it on for just one round to see the new effect then turn it off? And it's turned on automatically for boss battles to make them feel more epic and so you won't miss seeing what that cool new ability looks like because you forgot to turn it on? So happy) It made some interface/gameflow choices I wish games TODAY did. The battle system lets you fight or talk with demons. Some of their reactions to your characters ways of approaching the situation (It's different for each character, and you can combo your social skills up for some interesting results) are downright hilarious.

I'm also a fan of the art. The visual style is slick and it's a world filled with people with interesting, colorful faces and clothing (The series first caught my attention, actually, after seeing the character designs). I find myself lamenting this wasn't a PS2 title because while the cutscenes/pop-up heads during dialogue look great, the rest of the graphics are using the PS1's processing power. It's charming, but man what could have been...

Using the tarot-card system for your persona summoning is nice story flavoring, especially how it reinforces of the ideas of fate which I suspect is THE big theme in the game.* And it has more of that myth-referencing the developers are apparently very fond of. (One of my favorites was the fire spell "Agi", which makes me wonder how many I'm missing)

Favorite relatively obscure name-drop: Nyarlathotep! The Lovecraft nerd in me was pleased as punch to see him referenced. Oh, I'm excited at seeing where this goes.

I checked out that retrospective someone linked too and that only made me want to play the other Atlus games all the more. How many hours, roughly, are each of them? And what's the atmosphere like? Are the stories fairly involved or are they just tossed on quickly to give you enough of a plot to go about collecting/killing demons?

For example, from what I gather Shin Megami Tensei: Nocturne sounds like surreal post-apocalyptic world determination but I've no idea about all the others.

PS: It's 5:30 AM right now so please forgive any errors or typos as I was playing Persona 2 until about 5:00 AM (YOU did this to me, Atlus).




*Although that's not exactly a genius claim when the first big villan's screeches out "You can't run from fate!" in your first battle.
 
 
_pin
21:40 / 21.12.06
Nocturne's going for a tenner on Amazon, and Digital Devil Saga for £15 on sale if you have a Game store near you, if you're me and lie to yrself about need when you mean frothing demand, UK peeps!
 
 
Spatula Clarke
16:29 / 27.12.06
I played the first part of PS2 Digital Devil Saga earlier on in the year and came away distinctly unimpressed. The extremely boring environments were bad enough, but the loss of options in terms of your control over your party members was an awful knock-back after the complete freedom in Nocturne. And then there were some really simple things missing that shouldn't have been - no demon encyclopaedia means no option but to get a notepad out and write down enemy weaknesses and strengths. You should never have to do that kind of thing in a modern videogame.

I understand that it improves when you get onto the second part, but I doubt I'll ever find out for myself.

Tempted by Devil Summoner, though. The strength of the series seems to be its willingness to keep mutating into new and interesting shapes.
 
 
Crux Is This City's Protector.
13:06 / 28.12.06
I just bought Devil Summoner, having remembered that SMT was quite good, but having remembered nothing of individual titles. A little disappointed that it's not the turn-based stylee of old, but an occult detective story set in early 20th C. Japan is a pretty appealing conceit, itself. The reviews tend to be slightly down on it—esp. in relation to its predecessors—but hopefully I'll be able to eke out some fun nonetheless. I'd still like to buy one of the turn-based ones, too.
 
 
Spatula Clarke
16:15 / 02.01.07
It's not a conversion of the Saturn game. The two share a name and the PI premise, but otherwise I think they're completely different beasts. Think that the JPN-only PSP game is a port of the two Saturn releases, but it sounds like Sony US have refused to allow Atlus to release a translated version, for reasons best known to themselves. Good old Sony US - the same people who prevented a US release for the Metal Slug games on PS2 for so long purely because they featured 2D visuals, let's remember.

Interestingly, I tripped over an SMT fansite the other day that has Maken X down as being part of the series. It's a first-person game with sword-based combat, set in a world of sentient weapons and pervo-Nazi enemy design. Originally came out on the Dreamcast, then got a bollocksed-up reimagining on the PS2. I've played it - it's fun and very individual, if clumsily executed - but I would never have linked it to the SMT series. Will have to fire it up again at some point and see it there are any links.
 
 
Spatula Clarke
16:16 / 02.01.07
Ah, sorry. The first part of that post was in reply to a post that I thought I'd made a couple of days ago, but apparently didn't submit.
 
 
Jati no Rei
19:45 / 03.01.07
Glad to see someone else is as facinated by Persona 2 as I was. Of the other SMT games I've played, only Nocturne comes close to/surpasses the beauty of Persona 2. That said, I've enjoyed Persona 1, DDS1 and the new Devil Summoner, though each of those games are more "light fare" than SMT:N or P2, without the depth of those 2 games.
Devil summonerer did throw me for a bit of a loop, by it being an action game as opposed to turn-based, but once I got over that, it is quite enjoyable. The mood of the game is Great.
 
 
Crux Is This City's Protector.
13:54 / 04.01.07
I keep dying. It's bloody hard, and I don't really appreciate the difficulty, because it's not due to challenge as much as a combination of irritating combat timing and making it very fucking difficult to save! (unless I'm missing something.) Still, I'll keep trying a little while longer.
 
 
---
08:35 / 14.01.07
Have been checking back on this thread for a bit now, and was glad to see it resurface because I didn't even know it existed. I don't really know what to say about this game other than it being one of the most absorbing and amazing games I've ever experienced. The ability to make up your own team of Demons/Angels/Powers easily seperates it from anything else I've ever played, and I just can't stop going back to it.

I think I've clocked up about 45 hours so far (grinding is actually cool because you can keep making your team better suited to you.) and I'm sure that when I've finished playing it, if ever, that'll seem like a fraction of the total time spent on it.

Totally amazing game. I really, really, love the story aswell. I hated the world ending at the beginning and thought that bit was something that'd put me off the game, but from that point onwards it's just been brilliant, and it's sucked me in like no other game I can remember. The graphics have a certain shine to them that I love aswell, even though they're simple, and the atmosphere running through the game is excellent too. Also, a lot of funny and witty speech from the various characters, one thing that's helped me enjoy the game and it's world a lot more than I already did as I've progressed.

I really hope that I see other RPG's in the future with some of the elements that this one has, once I'm done.
 
  
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