
(Original image source: Atlus.)
Having put over 100 hours into Persona 3 FES, I was somewhat familiar with the framework of the Shin Megami Tensei series, and thus had a head start when playing Shin Megami Tensei III: Nocturne.
I knew my Agi, Bufu, Zio, Hama and Mudo, and I knew what the big deal was with Dia. The Persona in P3F had demonic counterparts in Nocturne, so I knew what to expect from Thor when I first went up against him. I also knew fusion — the act of crafting new demons with specific skills — would be an essential part of the game.
I knew all that and, as they say in the ‘toons, knowing is half the battle. The other half is cursing passionately when you realise you know jack.
The first Nocturne foe to give me real trouble was a boss named Matador, an arrogant skull-faced showboater. The first time I went up against him I was well and truly whupped as my three most-powerful demons (who were naturally by my side during the battle) were vulnerable to Mazan, his party-wide Force spell. Figures.
Much like P3F, Nocturne battles are all about weaknesses: exploiting them offensively and mitigating them defensively. If you know your opponents’ weaknesses and have the means to exploit them, victory is yours for the taking — often without taking any damage in return. Determining weaknesses is a simple matter of using the Analyze skill, which not only provides that crucial information, but pretty much tells you everything you’d want to know about a foe right down to its current health. It’s highly useful right up until you meet a boss at which point the Analyze skill becomes utterly useless.
(Why? Because providing a useful skill then depriving the player of it just when it would be truly useful is a very JRPG thing to do.)
Continued…