Shin Megami Tensei: Devil Survivor
Seven days in Tokyo and the world's your oyster.
You're in Tokyo (inside the Yamanote Circle, to be specific) when a lockdown goes into effect, and demons start popping up. Right next to you. Time to save the fucking world, and by the way, you can see a little death clock over everybody's heads, and nobody has more than seven days to live. You? You have ONE. Better get cracking, changing destiny is hard work.
That's as far as I'm going to go into the story, I'm afraid. While the story is decent to good, the whole thing is made entirely out of religion, and I do not talk about religion here. It's not worth the trouble. Suffice it to say that I got what I consider to be the good end, and you can go get what you consider to be the good end, and we'll leave it at that. There are three real paths (there are four paths, one of them is a trick BAD END), and all of them are good, depending on your perspective.
The gameplay, though, is pretty fucking awesome. I described the game previously as pokemon tactics, and that's fairly accurate. You have up to four parties active per battle, each led by one human (or, in one case, a particularly awesome demon that fights for love and beatings), and including two subordinate demons.
You wander around on a tactical map where facing does not matter, and when you choose to attack, you commence 1.5 rounds (appx) of a traditional RPG battle. each side is guaranteed one action per character (barring deaths before action) and has a chance to earn an extra action, usually by hitting an opponent weakness, or critting with a physical attack.
While the roster of demons isn't exactly Pokemon-huge, there are plenty of them, and the fusion system is just deep enough that you can spend hours trying to get exactly your preferred combination of command, passive, and racial abilities on your demons.
Adding to this is the fact that while you can have four leaders, you can only crack each ability -once-, and an ability cannot be equipped to multiple leaders at a time. This forces party diversification, keeping you from having a final fantasy-like team of nearly identical characters. It also helps that of all the leaders you get, you have control over the stat advancement of only one of them, the main character.
Unfortunately, the system starts to break down at the end. You can only have 3 command abilities per leader/monster, and there are five main damage types (physical, fire, cold, force, lightning) all of which can be weak, average, strong, null, drain, and reflect, and enemy parties are frequently a mix of all of them on any given element, you really end up having to brute force things using the sixth damage type, Almighty, and particularly, the best boss killing spell in the game, Holy Dance.
For most of the game, though, you're faced with a series of increasingly difficult missions, many of which are my least favorite type, escort/protect missions, which has forced me to get better at them quickly. They all make plenty of sense, though, and while grinding isn't exactly easy in this game, you can easily grind just far enough to pick up all the available abilities for your point in the game, and be able to take on a plot fight without too much trouble.
Me? I think that's easy mode. I lost a lot of plot fights.
In conclusion: I am officially dubbing this game Worth The Money if you like tactics/strategy games or monster breeding, or a good story.
You're in Tokyo (inside the Yamanote Circle, to be specific) when a lockdown goes into effect, and demons start popping up. Right next to you. Time to save the fucking world, and by the way, you can see a little death clock over everybody's heads, and nobody has more than seven days to live. You? You have ONE. Better get cracking, changing destiny is hard work.
That's as far as I'm going to go into the story, I'm afraid. While the story is decent to good, the whole thing is made entirely out of religion, and I do not talk about religion here. It's not worth the trouble. Suffice it to say that I got what I consider to be the good end, and you can go get what you consider to be the good end, and we'll leave it at that. There are three real paths (there are four paths, one of them is a trick BAD END), and all of them are good, depending on your perspective.
The gameplay, though, is pretty fucking awesome. I described the game previously as pokemon tactics, and that's fairly accurate. You have up to four parties active per battle, each led by one human (or, in one case, a particularly awesome demon that fights for love and beatings), and including two subordinate demons.
You wander around on a tactical map where facing does not matter, and when you choose to attack, you commence 1.5 rounds (appx) of a traditional RPG battle. each side is guaranteed one action per character (barring deaths before action) and has a chance to earn an extra action, usually by hitting an opponent weakness, or critting with a physical attack.
While the roster of demons isn't exactly Pokemon-huge, there are plenty of them, and the fusion system is just deep enough that you can spend hours trying to get exactly your preferred combination of command, passive, and racial abilities on your demons.
Adding to this is the fact that while you can have four leaders, you can only crack each ability -once-, and an ability cannot be equipped to multiple leaders at a time. This forces party diversification, keeping you from having a final fantasy-like team of nearly identical characters. It also helps that of all the leaders you get, you have control over the stat advancement of only one of them, the main character.
Unfortunately, the system starts to break down at the end. You can only have 3 command abilities per leader/monster, and there are five main damage types (physical, fire, cold, force, lightning) all of which can be weak, average, strong, null, drain, and reflect, and enemy parties are frequently a mix of all of them on any given element, you really end up having to brute force things using the sixth damage type, Almighty, and particularly, the best boss killing spell in the game, Holy Dance.
For most of the game, though, you're faced with a series of increasingly difficult missions, many of which are my least favorite type, escort/protect missions, which has forced me to get better at them quickly. They all make plenty of sense, though, and while grinding isn't exactly easy in this game, you can easily grind just far enough to pick up all the available abilities for your point in the game, and be able to take on a plot fight without too much trouble.
Me? I think that's easy mode. I lost a lot of plot fights.
In conclusion: I am officially dubbing this game Worth The Money if you like tactics/strategy games or monster breeding, or a good story.