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Devil Summoner: Kuzunoha Raidou tai Abaddon Ou Thread of YEAH FREE MANIAX

Does Raidou's increased moveset make him more fun to control than he was in Raidou 1? That was my biggest problem with the first game: you control a guy running around with a sword, but his moves felt very stiff and mechanical and uninteresting compared to DMC/NG/GoW.
 
chaostrophy said:
Does Raidou's increased moveset make him more fun to control than he was in Raidou 1? That was my biggest problem with the first game: you control a guy running around with a sword, but his moves felt very stiff and mechanical and uninteresting compared to DMC/NG/GoW.

The sword slicing still feels stiff. You have more moves but the actual slicing is more like an a-rpg than an action game.

But being able to directly control your AI guys like FFXII does make the battles more fun.
 
Bebpo, thanks for those impressions! I'm more excited now for a U.S. release.

EDIT: One more thing--does the game still use the clicky noise in the menu from the original? I loved that sound XD
 
What changes did they make to the fusion system? It was speculated you had more control over the inherited skills-- is that true?
 
Yaweee said:
What changes did they make to the fusion system? It was speculated you had more control over the inherited skills-- is that true?

:(

At least at the start you can't choose the basic inherited skills. You CAN choose which of the inherited max skills you want (the skill each demon learns when you max it's allegiance).

dragonlife29 said:
EDIT: One more thing--does the game still use the clicky noise in the menu from the original? I loved that sound XD

Yeah, the interface is pretty much identical.
 
Reilly said:
I read the soundtrack came with the game. Is that true? Or is that only for the standard edition?

Only for the standard edition it seems... :\

I think the standard edition is the far better buy if you already own the US Nocturne or JPN Maniax.
 
Got further. Game still rocks. The pacing is just spot on outside the the encounter rate (low encounter rate items ftw).

The game feels like a really good adventure game (not JPN ADV where you read text boxes for 30 hours, but western ADVish) with a fun battle system included as well. Having 2 demons really adds a lot to the battles and the ally management being up to par with modern rpgs helps quite a bit too. I usually have one demon looping weakpoint magic while another is physically attacking and getting my MP back so I can do cool attacks myself.

The music adds so much to the game. A decent amount is re-used from Raidou 1, so if you've played that you know what to expect. New tunes are good though.

I think the haters will still hate Raidou 2. The battle system is not Ninja Gaiden or DMC or Shinobi. It's more like Rygar PS2 or something. It's not a super deep tight timing action with ultra difficulty, but rather like a fun action game that is
omg
mainstream. IMO Raidou 2 is exactly what Kaneko wanted Raidou 1 to be: It's a mainstream friendly quality R&D1 game that everyone can enjoy and maybe would appeal to some new players. The gameplay's fun, the story and writing is great megaten stuff with light humor as well, and the pacing is fantastic.

I liked Raidou 1 for many of the same things, but the battle system was very shallow and the pacing was kinda whack with a lot of "oh boy, now I need to find some item for someone to move on". This fixes those two issues and is a much better game because of it.

Only two real negatives are:
1) Encounter rate is the highest of any rpg in decades(?). Seriously you don't get 5 feet a lot of the time. Thankfully since it's an adventure game more than an rpg you spend most of your time NOT in dungeons and in dungeons can use encounter rate lowering items.
2) Still doing dark world version of towns with green barriers and warps for dungeons. I know why they do it (cheap and fits with the story) but it feels laaaaazy.
 
So uh....is anyone else playing this? Aeana, I'm curious if you'll like it given you're not a fan of the genre.

I'm reaaaaaally liking it. It's the most fun I've had in a Megaten game since P3 and it just feels so much closer to SMT than the other spinoffs this gen have. It's a Megaten game through and through and it's awesome.

Though I will admit it's mainly the story and pacing that it's keeping me playing through the night. The battle system is serviceable but it's not the main draw. It's an adventure game first, a-rpg second.
 
the adventure elements in DS1 were pretty meh, does DS2 improves upon DS1 in that area in any significant way? I think my main complaint regarding the adventure elements was the lack of field skills, like you were always using mind reading or whatever. not enough variety in the game's puzzles.
 
No time! No time. My copy is still sitting here, untouched since I took those photos. :(
 
Error said:
the adventure elements in DS1 were pretty meh, does DS2 improves upon DS1 in that area in any significant way? I think my main complaint regarding the adventure elements was the lack of field skills, like you were always using mind reading or whatever. not enough variety in the game's puzzles.

There's more skill usage and variety yeah. But the best improvement for the ADV part is just the pacing and the writing. There aren't any fetch quests or lulls so far and it's just really snappy and interesting with a cool plot and good writing. It helps that the story doesn't just have one plot running through it, but there are multiple subplots which interact with each other at times like a good story. There are also Law, Neutral, Chaos paths depending on your dialogue choices (you get more this time).
 
Devil Summoner was my first SMT game, and I loved it. I thought that the art style and the music were great, and I was even a fan of the battle system.

Regardless, I REALLY hope that this makes it over here.
 
bob_arctor said:
So this is more than likely coming here then? I liked part one a lot actually.

Atlus has been hinting a lot about having some big titles lined up for first quarter '09, and this is pretty much the biggest title they could be bringing out around then, so I'd expect it.

I wouldn't be as optimistic for the SMT3 Raidou edition, unless they manage to get SMT3 into the Greatest Hits line.
 
After a certain point the RIDERS come. Each chapter, depending on your luck stat, on a full moon a Rider may drag you down to hell. You can either pay them 4 times and they ask for the best items in your inventory or you can fight them. If you fight them they are INSANE battles. But if you beat the rider you are safe until the next chapter when the next rider comes after you.

I didn't want to give the first rider my good stuff and so I fought the guy and wowowwow, awesome battle. Took me a lot of preparation, a lot of items, and it was an endurance 10-20 min battle like a final boss fight, but I made it through.

It also convinced me that IMO this is the best battle system in an a-rpg yet. There's so much Megaten pre-battle planning, in-game commanding strategy, in-game physical skill strategy, that combined it just makes for perfect boss fights. I was looking at the Japanese wiki faq and it said to avoid the first rider until you are about lvl.33 and have certain demons. I was only level 22, which is kind of a big difference. But I really didn't want to deal with this guy bugging me mid-dungeon every full moon so even after a bunch of deaths I was determined to beat him and I did it. Basically in Raidou 2 if you make a good strategy and you skillfully play it well like an action game boss you can get through boss fights without taking a single hit making it so that levels really aren't that important (besides for making demons). Skill >>>>> levels. That's not to say it's easy to do the fights and not get hit. I used like 30 healing items during the fight and I was doing pretty good at dodging and attacking!

Also the reason the rider appearances are luck based is that the game's story is about luck and you have ways to increase your luck stat and decrease it temporarily throughout the game and the stat affects a lot of things.

Finally looking at the JPN wiki I got more info on the Law/Neutral/Chaos paths. Your affiliation not only affects the ending like SMT, but it affects dungeons. If you are Law you will fight different bosses than Neutral or Chaos. There's a decent bit of branching stuff based on the affiliation paths which is cool.

The L2 button to make your AI teammates invisible until you let go is genius. The battles are very strategic and boss fights get hard and require Nocturne style demon pre-planning as well as your in-fight battle abilities. You actually have to block sometimes, and can't just use the dodge rolling to get out of everything.

There are also pages of dozens of subquests. Most are like P3 where you just get an item or fuse a demon, but some actually have you go places looking for optional boss fights.
 
Some of the chaos and law choices bug me. Law is like police law, aka do what society says you are supposed to do. So even choosing the "good" choice if it's your own personal choice it falls under chaos >_< I'm trying to lead a lawful path here but I've been making a bunch of chaos choices lately >_<

I guess I'm around 40-50% through the game now. I really haven't been able to put it down since I got serious about playing it this week. Haven't been hooked on an rpg like this in a long time. I hate when it gets past midnight because I have to turn the game off and sleep :( I want to know what happens next!
 
88k sold the first week (when adding the two editions together). Isn't that more than the LTD for Raidou 1?

(Regular edition: Special edition = 2.5:1)
 
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