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LTTP - Shin Megami Tensei: Strange Journey

pa22word

Member
After finally getting around to playing it, it makes me sad this doesn't have the "4" on the title a game of this apparent quality so desperately deserves.

All in all the game is pretty much the epitome of the classic phrase: "oh my god where has it been all my life?!" The setting is a breath of fresh air after the daunting and dreary expanse of the Vortex World in Nocturne and the cheery, nostalgic aura in Persona 4, and generally everything about the atmosphere and story in this game screams to me that this is pretty much the antithesis of a traditional SMT....but in a good way! The music is outstanding, too. Moody, yet powerfully atmospheric beats that let you sink right into the game. The level design is akin to a wet dream after trudging through those dreadful excuses of dungeons found in P4, too. Mechanically I find it to be the best game I've yet played in the series. Thus far, demon co-op is incredibly rewarding and fun to build around. It's a system that takes the base idea around press-turn, but reworks it into a vastly less erratic, and--in my opinion--an ultimately much better system. I still have yet to fully grasp how to check and alter my alignment, though.

I'm about 3ish hours into the game thus far, and can't get enough of it! If Revengeance hadn't just released I'd still be playing it right now, heh.
 
Its too bad the game didnt have a more varied soundtrack though. Great game, but highly lacking in the music category.
 
I've been playing it on and off for a year now. Amazing game, has pretty much everything I'd want out of a JRPG.

I'm at Eridanus now and well, I see that thinking the map layouts wouldn't get any more insane after Delphinus was a mistake.

Great game, but highly lacking in the music category.

What's there is amazing. There's just not enough of it.
 
I'm a pretty big Megaten fan, but this game never entirely clicked with me. I was hoping for a game that was more in the vein of Nocturne. Instead I got a dumb sci-fi setting/story and standard but fun demon fushion combined with Etrian Odyssey dungeon crawling.
I'll probably return to it at some point (stopped playing at the mall area).
 
I would agree with this, but unfortunately
Eridanus

First post nails it.

I love everything about the game but the level designs in the later levels suck so much and made me quit after putting 40 hrs into it. I hate to quit in games but this game did it.
 
I found this game to be garbage, at least for the 6ish hours I played. The dungeon design was a convoluted mess that made me feel bored and exhausted. I could've tolerated endless maze-like corridors if the combat or conversation systems were any good, but the depth and diversity of combat is a notable step down from other Megaten-affiliated games like Devil Survivor and Persona 4. The other game systems lack the transparency that made Devil Survivor such a step up, and the conversation system was a random, arbitrary, time-wasting mess. DS/P4 also had enough story to provide some impetus through slow gameplay sections. By contrast, SJ takes the minimalist route and, frankly, its sparse breadcrumbs of plot and characterization just aren't nearly enough.
 
I love this game. It's probably my fav DS game. The atmosphere is just amazing, the great music hugely contributes to it. The gameplay is super tight and I love the art style.

It is a unique game with a unique atmosphere.
 
I found this game to be garbage, at least for the 6ish hours I played. The dungeon design was a convoluted mess that made me feel bored and exhausted. I could've tolerated endless maze-like corridors if the combat or conversation systems were any good, but the depth and diversity of combat is a notable step down from other Megaten-affiliated games like Devil Survivor and Persona 4. The other game systems lack the transparency that made Devil Survivor such a step up, and the conversation system was a random, arbitrary, time-wasting mess. DS/P4 also had enough story to provide some impetus through slow gameplay sections. By contrast, SJ takes the minimalist route and, frankly, its sparse breadcrumbs of plot and characterization just aren't nearly enough.

Don't think you've played Nocturne...
 
Eridanus is so awesome. I can kind of understand why people don't like it, but as a huge first-person dungeon fan, it was like heaven for me.

Only SMT game, minus Persona 3/4, I got into.

I like the game because it's Etrian Odyssey with a story. It's great.
I hope you try Soul Hackers.
 
I found this game to be garbage, at least for the 6ish hours I played. The dungeon design was a convoluted mess that made me feel bored and exhausted. I could've tolerated endless maze-like corridors if the combat or conversation systems were any good, but the depth and diversity of combat is a notable step down from other Megaten-affiliated games like Devil Survivor and Persona 4. The other game systems lack the transparency that made Devil Survivor such a step up, and the conversation system was a random, arbitrary, time-wasting mess. DS/P4 also had enough story to provide some impetus through slow gameplay sections. By contrast, SJ takes the minimalist route and, frankly, its sparse breadcrumbs of plot and characterization just aren't nearly enough.

I can never understand the love for demon negotiations myself. They always seemed random which takes the fun out of negotiating.
 
This game made me discover how much of a mashocist I am as I had a great time from Eridanus and onwards, and beat the game with an underleveled party and hardly any debuff spells.
 
Really enjoyed this, still the best original RPG on DS along with Bowser RPG.

Having beaten SMT1 now, this game actually feels very distinct and not at all like a throwback personally. It really feels like its own thing to me.
 
Really enjoyed this, still the best original RPG on DS along with Bowser RPG.

Having beaten SMT1 now, this game actually feels very distinct and not at all like a throwback personally. It really feels like its own thing to me.

It's structured more like Etrian Odyssey, so it feels less like classic SMT. Instead of strata, you have sectors, and of course you have the Demonica Suit on top of that, but that's something that had been experimented with before in Soul Hackers with the GUMP. Honestly, Strange Journey fans are probably the most likely to enjoy Soul Hackers.
 
Eridanus is so awesome. I can kind of understand why people don't like it, but as a huge first-person dungeon fan, it was like heaven for me.


I hope you try Soul Hackers.

I wanted too, but I found out it was a port of the Saturn game. Still look kind of fun but I was hoping for a new game like Strange Journey, built from the ground up.

Will wait for IV. I may skip SH though.
 
Why does it being an enhanced port make it less appealing?

I don't know, it feels kind of dated. I know graphics aren't everything, but it looks like a DS game.

I also realize that older games feel like they're stuck in the past, the writing, characters, pop-culture references, etc. I guess it's also because I don't have nostalgia goggles for some of these games. If I loved the games in the past, I probably wouldn't hesitate to get it like the Final Fantasy PSone classics for example. But I was never a SMT fan. That's one big reason why.

Just looking for a new RPG experience.
 
I don't know, it feels kind of dated. I know graphics aren't everything, but it looks like a DS game.

I also realize that older games feel like they're stuck in the past, the writing, characters, pop-culture references, etc. I guess it's also because I don't have nostalgia goggles for some of these games. If I loved the games in the past, I probably wouldn't hesitate to get it like the Final Fantasy PSone classics for example. But I was never a SMT fan. That's one big reason why.

Just looking for a new RPG experience.

Strange Journey also looked like a DS game. Being a DS game and all. And you managed to enjoy that.

I dunno, shrug. It's your money and time, I just don't really get it.
 
Strange Journey also looked like a DS game. Being a DS game and all. And you managed to enjoy that.

I dunno, shrug. It's your money and time, I just don't really get it.

Yeah, Strange Journey looks like dirt and mud, you're right, LOL! But as a DS game, it looks good on the platform.

But it's also not a port. And I really liked the concept.
 
But Soul Hackers IS a new RPG experience for like 99% of us. We all have our preferences I guess but I couldn't be more excited for the game, just gotta decide if I should jump on this Newegg $170 deal or wait for a better bundle/color set these next two months before I join the 3DS bandwagon.
 
Soul Hackers is talked up like a classic and, is said to be one of, if not, the best megaten. I am really hoping it lives up to that, because I am hyped. I have been waiting like 8 years to play it. Maybe more.

Anyways, I like this game quite a bit, but not as much as Nocturne...
 
I grabbed this a couple weeks ago with Infinite Space, and having recently finished P4G I decided to crack open Infinite space first (which I did only last night but really enjoying it so far) - I'm looking forward to this one though; I'll keep one eye on this thread and try to avoid big spoilers.
 
It was so nice to have a proper, good entry in the MegaTen series after being bombarded by crap Devil Summoner and Persona Dating Sim games.

The game is so under-appreciated. It has one of the best settings in any JRPG of the last 10 years.
 
I can never understand the love for demon negotiations myself. They always seemed random which takes the fun out of negotiating.

I thought that was the point of it, especially considering they are demons. They aren't always going to agree to help you, they are just looking out for themselves. Kinda like politicians.
 
Untaxing game until one of the end bosses (YOU KNOW WHO). The narrative wasn't anywhere near as "tight" as other Megatens, and seemed to loose plot threads and pick them up at random. Also, too preachy for a series where power is all too often a potent cure-all to moral backlash.

and generally everything about the atmosphere and story in this game screams to me that this is pretty much the antithesis of a traditional SMT....but in a good way!

Errr...it's actually a throwback in a few ways to the older era after the PS2 ones. "Iterative" would be a good word.

I would agree with this, but unfortunately
Eridanus

shin_megami_tensei_sj_sector_eridanus_1f.png


Show on the doll where the map touched you. :P
 
I found this game to be garbage, at least for the 6ish hours I played. The dungeon design was a convoluted mess that made me feel bored and exhausted. I could've tolerated endless maze-like corridors if the combat or conversation systems were any good, but the depth and diversity of combat is a notable step down from other Megaten-affiliated games like Devil Survivor and Persona 4. The other game systems lack the transparency that made Devil Survivor such a step up, and the conversation system was a random, arbitrary, time-wasting mess. DS/P4 also had enough story to provide some impetus through slow gameplay sections. By contrast, SJ takes the minimalist route and, frankly, its sparse breadcrumbs of plot and characterization just aren't nearly enough.

I think it would be very difficult for a person to like Strange Journey if he or she didn't have some capacity to admire/enjoy sadistic 1st-person dungeons. They are far from my favorite thing, but without a strong story or deep combat mechanics (SJ's alignment follow-ups are okay, but not as good as press-turn), my drive to finish the game had to come, on some level, from an obsessive desire to map every tile and feel like the master of the labyrinth. Eridanus was actually the point where I went from tolerating the game to genuinely enjoying it.

I completely agree with your criticism of the conversation system, by the way. It's a shame that the series hasn't done more with what could be a very interesting game mechanic.
 
I got up to...Tiamat...and hit the difficulty curve and quit. Although, I got farther than I ever imagined since that was pretty far into the game. The game got easier once I got out of "Mons" mindset and realized that, nope using my favorite looking monsters wasn't going to cut it, they're demons, not my friends, and I need to re-fuse them constantly to keep up with the foe.

I feel like I'd probably need to start over, lest I'd be lost if I just picked it up.

Also, I LOVE the design of the suit. I hope he manages to get into SMT x Fire Emblem somehow, even if it seems to be "main SMT only!" at this point.
 
Great game! Not quite as good as smt 3, but absolutely great fun. Very fun story and gameplay. Cant wait for smt 4 on the 3ds.
 
Also put me in the better than Nocturne camp.

Well, everything except the soundtrack. I also liked the alignment based extra hit system over the totally abusable press turn system.
 
Also put me in the better than Nocturne camp.

Well, everything except the soundtrack. I also liked the alignment based extra hit system over the totally abusable press turn system.

Would you mind detailing why you think demon co-op is better? I have some major, major issues with it, and it's one of the biggest disappointments of SJ for me.

Let's compare them. In either case, you're going to aim to build a party that can exploit weaknesses, in any of these games, but in SJ, that's all you're doing, instead of caring about repels, absorbs, etc. as well. It does make alignment more important, but you are frequently met with the question of "is it worth it?" and the answer is often "no." Demon co-op is one extra attack that can do a fair bit of damage, but it's rarely a significantly higher amount of damage than you can do normally unless all of your demons are of the same alignment as your main character. The availability of demons of your alignment varies wildly throughout the game, and it is more often the case that it makes more sense to use demons of different alignments just because they bring many beneficial skills to the table. The result is that you aren't using co-op very often, and when it does trigger, it isn't doing a ton of damage.

I'd rather have strategic turn management like press-turn, because with that, you have so many more options that allow you to actually benefit from the gimmick, and get more turns/reduce enemy turns to your advantage. It takes into account not only weakness exploitation, but also repels, absorbs and criticals. Press turn also works for enemies, which is another major thing. Demon co-op is one-sided and makes the idea of covering your own weaknesses in battle much less of a consideration. You say that press turn is abusable, but the thing is that it works exactly the same way for enemies as it does for you, so it's completely fair.
 
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