PlayStation 2 July 1, 2005 PlayStation Network May 18, 2015 Shin Megami Tensei III: Nocturne is the third installment in the Shin Megami Tensei series, released for the. The setting features a post-apocalyptic, demon-infested world, which is on the brink of rebirth; called the. It was the first true addition to the main series since the original release of nearly a decade prior. Nocturne was highly anticipated and met with good sales upon its release. Eventually announced a second version of Nocturne, a 'Director's Cut' entitled 真・女神転生III-NOCTURNE マニアクス, aka: Maniax, which featured a number of new additions and adjustments. This version was used for the North American release, as well as the PAL version which was titled Shin Megami Tensei III: Lucifer's Call. The Maniax release featured from the Capcom Devil May Cry series as an optional companion and story arc.
Oct 12, 2004 Shin Megami Tensei: Digital Devil Saga follows Serf and his four companions as they set out for Nirvana, a land that. Shin Megami Tensei: Digital. Get the latest Shin Megami Tensei: Nocturne cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, hints, guides, FAQs.
A later edition, called the 'Chronicle Edition' was released with a limited 'plus' version of Devil Summoner: Kuzunoha Raidou vs. King Abbadon in Japan. This release featured and his feline sidekick in the place of Dante. Contents Plot Shin Megami Tensei Nocturne Intro Intro. In Shin Megami Tensei III: Nocturne, the player takes on the role of a who is caught up in the while visiting his sick teacher, with his two classmates.
The player must survive in the with the new powers and capabilities given to him through obtained from. With these powers, the player is given the opportunity to align themselves with a that decides what the world will become. Characters See also: The - The protagonist that can be named by the player. After the Conception, fate bestows upon him the ability to change this new world. Shortly after starting the game he is transformed into a demon, yet maintains his human heart. The Demi-fiend is also an optional boss in ATLUS' title. A friend of the protagonist who is from a rich family.
She has to have her way most of the time. She survives the apocalypse and wanders about the ruins of Tokyo looking for power. She eventually decides to bring the of Yosuga to life, where only the strong survive and maintain power over those who are weak. Another of the protagonist's friends that survived the Conception, Isamu follows the Reason of Musubi, a philosophy focused on individuality. Hikawa is the head of the Cybers Corporation, as well as the. He is the one mainly responsible for sending the world to its end, and he did it so that he could recreate it based on his ideals, which he calls Shijima.
He can summon demons, and starts the Assembly of Nihilo where they work toward a world of silence. Also known as the Maiden. Yuko is the protagonist's teacher as well as a member of Hikawa's Cult of Gaea. She participated in the so that she could create a world of freedom, but comes to find that she is merely a tool for Hikawa.
She struggles to find her Reason while being blindly guided by the 'goddess'. A reporter for a magazine that covers the occult. He appears to have survived the apocalypse and tries to stop Hikawa from completing his plans. Hijiri studies the terminals in each city hoping to learn more about them. He is a big help at the start in gathering info and guiding through the Amala Network, but soon his obsession over the Network gets him into complex situations. He is the leader of the.
He has the ability to see into the near-future. Sakahagi is a violent Manikin who skins his own kind to make clothing for himself. He has a dream to become king of the demons. The and - These two appear every so often around the Vortex World.
They were responsible for giving the protagonist his demonic powers with the hope that the hero would keep the young boy 'entertained'. The and - These two sit in the deepest part of the, but can heard and spoken to via use of various peepholes. The woman knows many secrets about people and places, and encourages you to gather the Candelabra and reach the bottom of the labyrinth as the Old Man wishes.
He survives the apocalypse and is hired by a strange employer to hunt down the Demi-fiend, appearing only in Nocturne Maniax. He is also considered one of the Fiends, as he holds a.
Dante is from the Devil May Cry series of games by Capcom for the PlayStation 2. He can also be seen in Capcom's Viewtiful Joe. The star of the Devil Summoner: Raidou Kuzunoha game series, along with his sidekick.
He replaces Dante in Nocturne Maniax Chronicle. Gameplay Battle The battle system functions like the traditional RPG turn-based combat, but with one key exception: Nocturne introduces a new element in the form of.
Each character participating in combat, friend and foe alike, provides one or more Press Turns (more usually denoting a boss) represented in the upper right-hand corner of the screen as icons. The rule behind this system is that any action, such as attacking, using skills, items, contacting demons and summoning commands, will normally cost one full turn, but if a combatant scores a critical hit, exploits their opponent's weakness, or passes on making an action, their turn will be considered half used, which is marked by a pulsating Press Turn icon. These half-used turns allow a character to do anything that a regular turn can but will always expire, even if a 'half turn' option is again selected, however if actions resulting in only half a turn being used continue, any remaining full turns will be changed to half turns before any half-turn icons are consumed. This double-rewarding, double-punishing battle system has received generally good criticism among RPG players due to the extreme difficulty of it and the necessity to fight 'smart' rather than 'tough'. To date, Press Turn combat has since appeared in, and, albeit slightly altered,. Demon conversation A key theme in Nocturne is that of demon conversation and negotiation. Since the Demi-fiend can only (normally) have one press turn by himself, he must gain allies to fight alongside him in order to have a better chance of survival.
Demon negotiation is a unique system in which the speaker (usually, but not always, the Demi-fiend) tries to persuade an enemy demon to join their party. There are two restrictions on negotiation: 1.
There must be at least one open space in the party stock. There cannot be a demon of the same species in the party (i.e.
You cannot recruit a Power if you already have one in your party). Requirements for recruiting demons vary by their race, gender, and affiliation. For example, some demons (such as or ) can be bribed with money or items, while others (such as or ) may only ask a philosophical question ('Do you envy how plants live?'
Some can be seduced by a beautiful speaker, some can be flattered, and some will even join without a moment's hesitation. However, some may refuse to join based on opposing ideals (Tyrants, Deities, Raptors, Megami, and Viles), higher levels, because they don't feel like it, or because they simply can't understand human speech (Foul, Haunt, and Wilder). Demon negotiation, however, is radically altered when the 'moon', is, as it causes demons to be agitated and drunk with power.
Demon conversation will always fail against bosses, any demons inhabiting the Labyrinth of Amala, and any demons fought in the (though they will sometimes join of their own accord). Magatama The main character gains his skills through the use of. Magatama are living parasites that grant the host demonic powers which reflect as access to a variety of skills. There are a total of 25 Magatama in the game. Leveling particular Magatama can also affect demonic conversations with particular demon types. Magatama work in the following way:. When a hero levels up and is equipped with a Magatama, he may learn a skill and the Magatama may go Wild.
In order to learn a skill, the hero must have the prerequisite level or higher that is listed on the Magatama. (Example: In order to learn Rampage you must be level 10 or higher when you level up with its Magatama.).
After leveling, the Magatama may go Wild. This will be a random effect such as healing or stat boosts. There are also bad effects such as getting negative status ailments.
The main character is only allowed up to 8 skills. If he has reached his limit and wishes to learn a new skill, he must replace one of his previous skills with the new one learned. A unique facet of Magatama is the ability to alter the main character's 'Title'. The area where a demon's race (or family) is listed, the main character's is ' by default; however, through mastery of some Magatama, this title changes. For the main character, however, it isn't his race changing, but merely his title, as he is regarded as the story's Fiends (though he is half one) regardless of the title. All Magatama are affiliated with one of three types: Dark, Neutral, and Light. As the main character masters Magatama, the type he has mastered the most of is selected as his title.
For the most part, the main character's title is cosmetic and does not affect gameplay. The only exception is during the Third Kalpa of the Labyrinth of Amala, where the main character's title determines which of three doors he may enter.
Changes from predecessors Shin Megami Tensei III: Nocturne is the product of a long period of development between Shin Megami Tensei games. Many other games like, and seem to have influenced Nocturne. No first-person viewpoint by default. And both used fixed first-person viewpoints in dungeons. In Nocturne the first-person viewpoint is only usable after completing the game once, and can be turned on or off as the player desires; however, battles are always in third-person. Fewer humans.
The games released in between SMT II and Nocturne all had more of an emphasis on human action rather than that of demons. A new battle system. Classic Megaten games had a simple turn-based system where characters attacked in one round based on their speed rating. Nocturne has a different turn-based system in place called the system. In this system, the player is assigned Press Turns equal to the size of his party (although a special event allows the player to gain an extra press turn) and can re-use some of them by scoring Critical Hits or exploiting elemental weaknesses. In contrast, if the attack is nullified or reflected, the player loses some or all of his press turns based on the severity of the defense. This also applies to the opposing side.
A new alignment system. The previous Shin Megami Tensei games had two factions of Law and Chaos in opposition with the player choosing to ally one side of the conflict. The player could also follow the path of Neutrality.
In Nocturne, the new alignment system allows the player to side with one of three or with other factions, or none at all. New setting. Shin Megami Tensei games have always centered on the power of gods waging war across Earth, with nuclear holocausts and religious oppression of demons. Nocturne does this differently by introducing the concept of a Vortex World, a world in a state of chaotic limbo that hasn't had its natural laws selected yet. Cel-shaded graphics.
![Shin Megami Tensei Nocturne Walkthrough Shin Megami Tensei Nocturne Walkthrough](http://img.youtube.com/vi/v2tfkZjqybA/0.jpg)
The graphics in Nocturne are fully 3D and cel-shaded. Version Differences The differences between the original version and the later versions are as follows: Maniax.
A new opening movie. The addition of the and, hence, the addition of the. A new 'true demon' ending. A bonus for keeping your first demon party member. Devil May Cry 2's: you fight him, and you can have him in your party if certain conditions are met. The option of allowing several previously infusible bosses to join your party.
The option to fight and later enlist the help of. Pierce was added as a new skill. General game balance adjustments (lowered ambush attacks, lower instant death rates, etc.).
Selectable difficulty level from the on-set (Normal or Hard). Elimination of the Debug Mode. Maniax Chronicle.
Raidou Kuzunoha the XIV, along with Gouto-Doji, replaces Dante as the Demi-fiend's potential ally. Artwork Trivia. The game had a different subtitle as a placeholder before making the final game: Shin Megami Tensei III: Vortex, seen above in the gallery, as a reference to the. Unlike its predecessors, Shin Megami Tensei III: Nocturne seems to borrow heavily from Zoroastrianism to symbolically represent the philosophical works of Friedrich Nietzsche. The game was designed with 'Chaos' as its theme, to contrast with the theme of 'Law'. This is the first, and so far the only, game in the entire franchise to be officialy translated into French and Dutch. Inside the game disc there is a magnitude of unused content, one that is interesting to note is an audio file containing the main theme of, possibly to test the audio of the game.
The European version includes a glitch that soft-locks the game at certain points. Most notably, the game freezes right after beating the second form, making endings such as the impossible to obtain. This bug is also present in the PSN version. External Links. Fansite. essay on the game by Shō Suzuki. Warning: this link contains major spoilers of the entire video game.
References.
Hijiri, with an Amala Drum, explaining the uses of the Amala Network. The Amala Network (アマラ経絡, Amara Keiraku) is a control flow grid that harnesses the flow of in the Vortex World of. By harnessing the power of the Network, an individual can be transported nearly-instantly from one Network Terminal to another by jumping along the lines of Magatsuhi distribution.
The fabric of the actual network itself constantly changes; however, the sheer amount of Magatsuhi in the Network draws in a large number of demons. Its call also reaches and, who battle over control of the Network. The Network also serves to provide records of various information (some of which is real-time).
The terminals through which the Amala Network connects through are called Amala Drums, a number of which were crafted by via the. These terminals, in addition to transportation, also serve as Save Points for the. However, the Network is far from a perfect system, as issues occasionally pop up.
This was seen when Hijiri attempted to transport the Demi-Fiend to Ginza, causing him to enter the Network itself and having to battle his way to the nearest exit to Ginza. Contents Amala Drum Close-up of Amala Drum and texture captured from. There are two kinds of Amala Drums: Large Terminals, the designated teleport stations, and Small Terminals, which only connect with a single 'parent' Large Terminal in its close vicinity - the Small Terminal at Mantra Headquarter only connects to the Large Terminal at, for instance. There may be several Small Terminals linking to a single Large Terminal in a single designated area. These drums are modeled after the, also known as 'Mani wheel', which is traditionally inscribed with the mantra 'Om mani padme hm' (or ). But the inscriptions on the Amala Drum are much different and they look like s which contain vast amount of information. In, each head of also bears an Amala Drum on where the brain is supposed to be.
Whenever Brahman is casting a magic spell, it spins the top and bottom parts of the drum counter-clockwise and the middle part clockwise. The inscriptions are mostly the same as in Nocturne, but the middle part appears to be varied a bit. Music Shin Megami Tensei Nocturne OST Normal Battle Amala Network Battle Amala Network Amala Network uses an eerie ambient theme which primarily composes of bell instrument. As player accesses the area further, some noise rhythm is added to the musical layer.
Amala Network, as well as, use the unique normal battle theme which is composed. Unlike the other battle themes composed by, this particular battle theme uses timbres which is heavily reminiscent to the classic Shin Megami Tensei series for. This theme is remixed as the boss battle theme for retroactively and is available in a paid DLC package which changes the to Amala Network Battle when the protagonist equips the uniform from.