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Shin Megami Tensei III: Nocturne

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An experience point (often abbreviated as exp or XP ) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character 's life experience and progression through the game. Experience points are generally awarded for the completion of objectives, overcoming obstacles and opponents, and successful role-playing.

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201-769: Shin Megami Tensei III: Nocturne is a role-playing video game developed by Atlus for the PlayStation 2 . It was published by Atlus in Japan and North America, and by Ghostlight in Europe. It is the third numbered entry in the Shin Megami Tensei series, the central series in the Megami Tensei franchise. Multiple versions of the game have been published: the original version was published in Japan by Atlus in 2003, while

402-715: A director's cut was released in 2004 in Japan. The director's cut was localized and released in North America in 2004 as Shin Megami Tensei: Nocturne and in PAL regions in 2005 as Shin Megami Tensei: Lucifer's Call . A high-definition remaster was released for the Nintendo Switch and PlayStation 4 in Japan in 2020, and was internationally released in 2021 on those consoles and Windows . Nocturne follows

603-490: A party , and attain victory by completing a series of quests or reaching the conclusion of a central storyline. Players explore a game world, while solving puzzles and engaging in combat. A key feature of the genre is that characters grow in power and abilities, and characters are typically designed by the player. RPGs rarely challenge a player's physical coordination or reaction time, with the exception of action role-playing games . Role-playing video games typically rely on

804-475: A Reason will result in a different ending depending on who is chosen, but in each the world is reborn in the image of the chosen Reason after the Demi-fiend fights Kagutsuchi to prove his resolve. Chiaki and Isamu die before the Demi-fiend begins and give him their blessing in spirit form, while Hikawa accompanies the Demi-fiend into their new world. If Takao's wishes are followed, the Demi-fiend fights Kagutsuchi and

1005-450: A big open world , and let you do whatever you like [which makes it] difficult to tell a compelling story." Hironobu Sakaguchi noted that "users like to categorise" WRPGs as "a sort of different style, born from first person shooters." In recent years, some have also criticized WRPGs for becoming less RPG-like, instead with further emphasis on action. Christian Nutt of GameSpy states that, in contrast to JRPGs, WRPGs' greater control over

1206-405: A character's weak spot was exposed. To ensure this did not lead to repetition in battle, a second meter was implemented so enemy characters would become acclimated with an attack that was used too often. As the displays needed for this cluttered up the screen, the concept was revised so a single gauge represented a party's number of turns, with a side's turn being extended if a weakness was exposed or

1407-541: A combatant scores a critical hit, exploits their opponent's weakness, or passes on making an action, they gain an additional turn marked by a pulsating icon. These added turns allow characters to perform all actions available within normal turns. If the player chooses to pass on an additional turn, that turn is lost. If an attack fails through missing or blocking, then multiple turns are lost: how many depends on how many combatants avoided or blocked it. If an attack heals an enemy, all remaining turns are lost. An auto-attack option

1608-501: A critical strike happened. As they settled on the rule of one action to one unit, the gauge was replaced with the current icon display. One of the requests given by Okada was to simplify the gameplay, especially aspects such as demon fusion, which had become fairly convoluted by Shin Megami Tensei II . The equipment system was also redesigned to better fit the setting, and adjusting aspects of demon interaction. Nocturne expanded on

1809-454: A dedicated battle arena. The player party is composed of the Protagonist and three demons: only eight demons can be carried by the Protagonist at the game's opening, but more can be added as the game progresses. At the end of battles, the party gains experience points and Macca, the in-game currency. Party members will level up when enough experience points have been gathered. Upon leveling up,

2010-560: A demon from the Compendium, returning it to his ranks. The setting and events of Nocturne take place in a separate continuity to the rest of the Megami Tensei series. Nocturne is set in modern-day Tokyo before and after an event called the Conception, in which the normal world is destroyed through the actions of a cult to prevent the world's stagnation and ultimate demise, as dictated by

2211-488: A feeling of "digitality" in the game, the main character was designed as something akin to a human computer. This approach was inspired by the special make-up used in David Cronenberg 's 1983 horror film Videodrome . While the protagonist was originally designed with keyboards growing from inside him, Kaneko felt uncomfortable with that and instead redesigned him with full-body tattoos. The tattoos were intended to convey

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2412-409: A finite number of points to the attributes of their choice. Gaining experience will also unlock new magic spells for characters that use magic. Some role-playing games also give the player specific skill points , which can be used to unlock a new skill or improve an existing one. This may sometimes be implemented as a skill tree. As with the technology trees seen in strategy video games , learning

2613-490: A former deity from the Shadow Vortex. After this point, all the supporting characters are seeking to ally with a powerful entity from the Shadow Vortex and create their own Reason, a powerful inner philosophy of life that can be used to mold the new world. To do this, a large quantity of an energy called Magatsuhi is needed, which each character begins hoarding. Hikawa's Shijima Reason wants a world of stillness and conformity in

2814-400: A free copy of the game. Due to backlogs at Sony Disc Manufacturing, Atlus delayed the release of the game by over three weeks to October 12. In compensation, DoubleJump Books offered free priority shipping worldwide for their Nocturne guidebook. The publishing rights in Europe were picked up by Midas Interactive, who published the game through their then-newly formed subsidiary Ghostlight under

3015-545: A gamemaster. Exploring the world is an important aspect of many RPGs. Players will walk through, talking to non-player characters , picking up objects, and avoiding traps. Some games such as NetHack , Diablo , and the FATE series randomize the structure of individual levels, increasing the game's variety and replay value. Role-playing games where players complete quests by exploring randomly generated dungeons and which include permadeath are called roguelikes , named after

3216-400: A globe in the bottom left-hand corner of the screen showing the party's approximate location on the world map. During dungeon navigation, the Protagonist navigates grid-based, multi-leveled areas. Different areas are accessed via doors, and as the Protagonist progresses the area is automatically mapped. While exploring dungeons, the in-game camera can be freely rotated, and a "Look" action allows

3417-449: A greater degree in the early 1990s. As console RPGs became more heavily story-based than their computer counterparts, one of the major differences that emerged during this time was in the portrayal of the characters. Console RPGs often featured intricately related characters who had distinctive personalities and traits, with players assuming the roles of people who cared about each other, fell in love or even had families. Romance in particular

3618-475: A high school student in post-apocalyptic Tokyo, who is transformed into the demonic Demi-fiend after the world undergoes Conception, an apocalyptic event triggered by a sinister cult to enable the world's rebirth in a new form. With Tokyo transformed into a Vortex World filled with demons, the Demi-fiend becomes instrumental to the schemes of the Reasons, beings who seek to remake the world in their image, and Lucifer,

3819-536: A highly developed story and setting, which is divided into a number of quests. Players control one or several characters by issuing commands, which are performed by the character at an effectiveness determined by that character's numeric attributes. Often these attributes increase each time a character gains a level , and a character's level goes up each time the player accumulates a certain amount of experience. Role-playing video games also typically attempt to offer more complex and dynamic character interaction than what

4020-626: A hold as they had in the West due to their cost; there was little market for Western-developed games and there were a few Japanese-developed games for personal computers during this time such as The Black Onyx (1984) which followed the Wizardry / Ultima format. With the release of the low-cost Famicom console (called the Nintendo Entertainment System overseas), a new opportunity arose to bring role-playing games to Japan. Dragon Quest (1986)

4221-413: A lack of polish in environments, there was general praise given to the game's character design, aesthetics, gameplay and story, with multiple reviewers calling it a worthy part of the Megami Tensei series. It received perfect reviews from both G4TV 's Darryl Vassar and RPGamer ' s Michael Beckett, who praised the balance between cutscenes and gameplay, giving the player several areas to explore and

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4422-805: A large number of Western indie games are modelled after JRPGs, especially those of the 16-bit era , partly due to the RPG Maker game development tools . Another oft-cited difference is the prominence or absence of kawaisa , or "cuteness", in Japanese culture, and different approaches with respect to character aesthetics. WRPGs tend to maintain a serious and gritty tone, whereas JRPG protagonists tend to be designed with an emphasis on aesthetic beauty, and even male characters are often young, androgynous , shōnen or bishōnen in appearance. JRPGs often have cute characters, juxtaposed with more mature themes and situations; and many modern JRPGs feature characters designed in

4623-653: A later interview, it was said that Atlus had high confidence in the title's overseas release. The later popularity and recognition of the game would result in Atlus attaching the " Shin Megami Tensei " moniker to later Western releases of Megami Tensei titles to aid in identification and marketing. For its release in North America, it was given an "M for Mature" rating by the Entertainment Software Rating Board . In response to this, Atlus' western branch issued

4824-529: A lead character from the Shin Megami Tensei: Devil Summoner subseries. The game begins with the Protagonist arriving in Tokyo to meet up with Chiaki and Isamu to visit Takao in a hospital. While in the city, the player learns of a confrontation between two cults which resulted in several deaths, and learns details of it from Hijiri when he meets them in the park where the event took place. Finding

5025-505: A level cap, or a limit of levels available. For example, in the online game RuneScape , no player can exceed level 120, which requires 104,273,167 experience points to gain, nor can any single skill gain more than 200 million experience points. Some games have a dynamic level cap, where the level cap changes over time depending upon the level of the average player. In some systems, such as the classic tabletop role-playing games Traveller , Call of Cthulhu and Basic Role-Playing , and

5226-426: A level-based experience system also incorporate the ability to purchase specific traits with a set amount of experience. For example, D&D 3rd Edition bases the creation of magical items around a system of experience expenditure (known as burning xp ). The d20 System introduced the concept of prestige classes , sets of mechanics, character developments, and requirements that can be leveled up. Some games have

5427-414: A level-based experience system. In many games, characters must obtain a minimum level to perform certain actions, such as wielding a particular weapon, entering a restricted area, or earning the respect of a non-player character . Some games use a system of "character levels", where higher-level characters hold an absolute advantage over those of lower level. In these games, statistical character management

5628-468: A level-up system while playing a modification of Chainmail , for which Gygax was a co-author. Dungeons & Dragons needed an abbreviation for "experience point", but EP was already in use for "electrum pieces", part of the currency system. One of TSR's first hires, Lawrence Schick, suggested the abbreviation to XP, to help Gygax complete the game manuals before release. Some games use hybrid advancement systems that combine elements from more than one of

5829-634: A little box doesn't mean it belongs there." Nick Doerr of Joystiq criticizes the claim that JRPGs are "too linear", pointing out that non-linear JRPGs are not uncommon—for instance, the Romancing SaGa series. Likewise, Rowan Kaiser of Joystiq points out that linear WRPGs were common in the 1990s, and argues that many of the often mentioned differences between Eastern and Western games are stereotypes that are generally "not true" and "never was", pointing to classic examples like Lands of Lore and Betrayal at Krondor that were more narrative-focused than

6030-460: A location called the Cathedral of Shadows. Normally only two demons can be fused at once, but under certain conditions, more demons can be fused together. Fusions can produce a variety of results based on various circumstances, such as the current phase of Kagutsuchi and the addition of items called Deathstones. When in the Cathedral of Shadows, the Protagonist can select two demons, viewing a preview of

6231-423: A major challenge in order to progress to the next area, and this structure can be compared to the boss characters at the end of levels in action games . The player typically must complete a linear sequence of certain quests in order to reach the end of the game's story. Many RPGs also often allow the player to seek out optional side-quests and character interactions. Quests of this sort can be found by talking to

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6432-459: A mixed class, such as a fighter who can cast simple spells. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player's performance in combat. Mental attributes such as intelligence may affect a player's ability to perform and learn spells, while social attributes such as charisma may limit the player's choices while conversing with non-player characters. These attribute systems often strongly resemble

6633-534: A much more charged meaning. A term intended to describe this style of play without pejorative connotation is optimization , also known as "XP farming". Power-leveling is using the help of another, stronger player to level a character more quickly than is possible alone. Games that allow several characters to participate in a single event (such as battle or quest completion), implement various methods of determining how and when experience gets shared between participants. These methods include: only awarding experience to

6834-419: A non-player character, and there may be no penalty for abandoning or ignoring these quests other than a missed opportunity or reward. Players can find loot (such as clothing, weapons, and armor) throughout the game world and collect it. Players can trade items for currency and better equipment. Trade takes place while interacting with certain friendly non-player characters, such as shopkeepers, and often uses

7035-466: A number of user-configurable settings. Fallout Tactics: Brotherhood of Steel and Arcanum: Of Steamworks and Magick Obscura offered players the option to play in either turn-based or RTwP mode via a configuration setting. The latter also offered a "fast turn-based" mode, though all three of the game's modes were criticized for being poorly balanced and oversimplified. Early Ultima games featured timed turns: they were strictly turn-based, but if

7236-442: A particular action will increase. Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions. Games often let

7437-483: A particular skill in the tree will unlock more powerful skills deeper in the tree. Three different systems of rewarding the player characters for solving the tasks in the game can be set apart: the experience system (also known as the "level-based" system), the training system (also known as the "skill-based" system) and the skill-point system (also known as "level-free" system) Older games often separated combat into its own mode of gameplay, distinct from exploring

7638-581: A positive-feedback cycle that is central to most role-playing games: The player grows in power, allowing them to overcome more difficult challenges, and gain even more power. This is part of the appeal of the genre, where players experience growing from an ordinary person into a superhero with amazing powers. Whereas other games give the player these powers immediately, the player in a role-playing game will choose their powers and skills as they gain experience. Role-playing games usually measure progress by counting experience points and character levels. Experience

7839-446: A remorted character. The term "remort" comes from MUDs . In some MUDs, players may become immortal characters—administrative staff—simply by advancing to the maximum level. These users are generally expected to distance themselves from gameplay, and interaction with players may be severely limited. When an immortal chooses to vacate this position to resume playing the game—usually from level one just as with any new character—he or she

8040-402: A result, Japanese-style role-playing games are held in disdain by some Western gamers, leading to the term "JRPG" being held in the pejorative. Some observers have also speculated that JRPGs are stagnating or declining in both quality and popularity, including remarks by BioWare co-founder Greg Zeschuk and writing director Daniel Erickson that JRPGs are stagnating—and that Final Fantasy XIII

8241-438: A second print in response to fan demand. It also inspired a drama CD and light novel in Japan. The director's cut was the version chosen for localization, making Nocturne the first mainline Shin Megami Tensei game to be released in the west. The game was well received by video game publications, who praised its gameplay and atmosphere, while its challenging difficulty was often a subject of criticism and occasional praise. It

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8442-472: A semi-sentient manifestation of the Great Will's power which exists to perpetuate the destruction and rebirth of worlds through Conception, and proving their worth. Another realm mentioned in the story is the Shadow Vortex, a limbo where dead worlds and the beings who created them linger. The nameless main Protagonist is the player character: generally dubbed the Demi-fiend, he is an "everyday man" who represents

8643-590: A separate organization called the Mantra Army. Hikawa manages to destroy the Mantra Army, with Takao acting as his assistant. The Demi-fiend goes in search for his friends and faces these groups. Both Chiaki and Isamu are distraught by the Vortex World and decide to move on their own rather than relying on their friend's power, while Takao realizes she is being used by Hikawa and decides to go on her own quest to create her desired world. To do this, she allies with Aradia,

8844-480: A set cost in experience points with set limits on the maximum bonuses that can be purchased at a given time, usually once per game session. Once experience points are used, they are erased or marked as spent from the character record and cannot be used again. Final Fantasy XIII and Warhammer Fantasy Roleplay are examples of games that use a cash-in advancement system. Since many early role-playing video games are derived from Dungeons & Dragons , most use

9045-442: A side-scrolling view. Most notably since Ultima Underworld (1992), role-playing games started implementing true three-dimensional (3D) graphics, where players typically navigate the game world from a first or third-person perspective. However, an isometric or aerial top-down perspective is common in party-based RPGs, in order to give the player a clear view of their entire party and their surroundings. Role-playing games require

9246-490: A single paragraph) spread across 13 booklets, while the second contains 50,000 paragraphs spread across 14 booklets. Most of the games from this era are turn-based, although Dungeon Master and its imitators have real-time combat. Other classic titles from this era include The Bard's Tale (1985), Wasteland (1988), the start of the Might and Magic (1986–2014) series and the continuing Ultima (1981–1999) series. Later, in

9447-409: A smaller set of possible actions, since computers can't engage in imaginative acting comparable to a skilled human gamemaster. In exchange, the typical role-playing video game may have storyline branches, user interfaces, and stylized cutscenes and gameplay to offer a more direct storytelling mechanism. Characterization of non-player characters in video games is often handled using a dialog tree . Saying

9648-415: A specialized trading screen. Purchased items go into the player's inventory. Some games turn inventory management into a logistical challenge by limiting the size of the player's inventory, thus forcing the player to decide what they must carry at the time. This can be done by limiting the maximum weight that a player can carry, by employing a system of arranging items in a virtual space, or by simply limiting

9849-463: A spell, as ammunition is consumed by a gun, most games offer players a finite amount of mana which can be spent on any spell. Mana is restored by resting or by consuming potions. Characters can also gain other non-magical skills, which stay with the character for as long as the character lives. Role-playing games may have the player focus only on a single character throughout the game; the character may be joined by computer-controlled allies outside of

10050-422: A statement saying that they were ensuring that the localized version of the game was true to the Japanese version, including its mature themes and content, as toning anything down "would [have been] a disservice to the gaming public". To promote the game, Atlus USA created a sweepstakes that ran between May and September 2004: the winner received a laptop decorated with the main protagonist's tattoo design, along with

10251-608: A sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics , such as maximum health , magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from Dungeons & Dragons , experience points are used to improve characters in discrete experience levels ; in other games, such as GURPS and

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10452-402: A traditional Megami Tensei game. The overall concept was so grand that it seemed at times too ambitious, and involved the layering of multiple interactions between different factions and ideals, alongside incorporating the common Megami Tensei narrative features such as multiple endings and the modern-day setting. The story had multiple possible routes and endings to emphasize the importance of

10653-553: A two week period before becoming a paid item on January 7 of the following year in China. Critical reception to the game has been positive. The average score in Metacritic is of 82 out of 100. The Japanese video game magazine Famitsu gave it a score of 36/40, earning the magazine's Platinum award and becoming the highest-ranking review score that week. The reviewers were generally positive about their experience: despite some comments about

10854-419: A wider audience than previous Megami Tensei games. Unlike the science fiction setting of Shin Megami Tensei II , Nocturne returned to a contemporary setting similar to the original game. The setting and characters were inspired by multiple elements, including Gnosticism , Mahayana Buddhism , and modern popular culture. Among the things the team changed from previous entries were the camera perspective, which

11055-595: Is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology , settings , and game mechanics . Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes

11256-423: Is a game mechanic in some role-playing games. Once a character reaches a specified level limit, the player can elect to start over with a new version of the character. The remorting character generally loses all levels, but gains an advantage that was previously unavailable, such as access to different races , avatars , classes , skills, or otherwise inaccessible play areas within the game. A symbol often identifies

11457-401: Is available, where party members can use standard physical attacks or repeat their actions from the previous turn. Characters can escape from normal battles, with failure forfeiting a player turn. If the main character loses all health, the game ends, regardless of the status of his demons. A key element related to battles is demon negotiation, the process by which new demons are invited to join

11658-484: Is found in other video game genres. This usually involves additional focus on the artificial intelligence and scripted behavior of computer-controlled non-player characters . The premise of many role-playing games tasks the player with saving the world, or whichever level of society is threatened. There are often twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa. The game world

11859-402: Is given a name during the opening. The player navigates the Vortex World through both a 2D world map, and to-scale 3D environments used in dungeons. While navigating the world map, the Protagonist's party and other non-player characters (NPCs), interactive objects and landmarks are represented by symbols: these objects and NPCs include containers holding items, spirits that will heal the party, and

12060-496: Is largely predefined for the sake of telling a specific story, many role-playing games make use of a character creation screen. This allows players to choose their character's sex, their race or species, and their character class. Although many of these traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities, or

12261-492: Is not even really an RPG; criticisms regarding seemingly nebulous justifications by some Japanese designers for newly changed (or, alternately, newly un-changed) features of recent titles; calls among some gaming journalists to "fix" JRPGs' problems; as well as claims that some recent titles such as Front Mission Evolved are beginning to attempt—and failing to—imitate Western titles. In an article for PSM3 , Brittany Vincent of RPGFan.com felt that "developers have mired

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12462-484: Is notable for introducing automapping and in-game scrolls providing hints and background information. They also released Pool of Radiance in 1988, the first of several " Gold Box " CRPGs based on the Advanced Dungeons & Dragons rules . These games feature a first-person display for movement, combined with an overhead tactical display for combat. One common feature of RPGs from this era, which Matt Barton calls

12663-621: Is often rooted in speculative fiction (i.e. fantasy or science fiction ), which allows players to do things they cannot do in real life and helps players suspend their disbelief about the rapid character growth. To a lesser extent, settings closer to the present day or near future are possible. The story often provides much of the entertainment in the game. Because these games have strong storylines, they can often make effective use of recorded dialog and voiceover narration. Players of these games tend to appreciate long cutscenes more than players of faster action games . While most games advance

12864-420: Is portrayed in a number of forms, including a child and an old man. Alongside this, the staff wanted to portray demons not only as enemies but as characters the player could relate to and grow attached to when inviting them to their party. One of the key elements for demon designs recycled from earlier games was bringing them into the game and making them as true as possible to the original design while fitting into

13065-402: Is referred to as leeching. In games that allow players to gain rewards by kill stealing , this is also considered a form of leeching. Some players of online games use automated programs known as bots to grind or leech for them in order to progress with minimal effort. This practice often violates the terms of service. Bots are also commonly used in commercial operations in order to powerlevel

13266-476: Is replaced by Raidou Kuzunoha, the protagonist of the third and fourth Devil Summoner title. To commemorate the release of Maniax , a PlayStation 2 memory card decorated with the main protagonist's tattoos was released. A novelization of the game written by Boogey Toumon, Shin Megami Tensei III: Nocturne Chaos , was released on August 20, 2003 by Enterbrain . A CD Drama based on the game

13467-404: Is said to have remorted, "becoming mortal again". Grinding refers to the process of repeating one specific activity over and over. This is done, for example, by repeatedly participating in challenges, quests, tasks and events which reward experience points for performing repetitive, often menial challenges. This definition can also be used in multi-player games , but it is typically displaced by

13668-406: Is usually divided so that each game location is an opportunity to reveal a new chapter in the story. Pen-and-paper role-playing games typically involve a player called the gamemaster (or GM for short) who can dynamically create the story, setting, and rules, and react to a player's choices. In role-playing video games, the computer performs the function of the gamemaster. This offers the player

13869-451: Is usually earned by defeating enemies in combat, with some games offering experience for completing certain quests or conversations. Experience becomes a form of score , and accumulating a certain amount of experience will cause the character's level to go up. This is called "levelling up", and gives the player an opportunity to raise their character(s)'s attributes. Many RPGs allow players to choose how to improve their character, by allocating

14070-424: Is usually kept to a minimum. Other games use a system of "skill levels" to measure advantages in terms of specific aptitudes, such as weapon handling, spell-casting proficiency, and stealthiness. These games allow the players to customize their characters to a greater extent. Some games, particularly MUDs and MMORPGs , place a limit on the experience a character gains from a single encounter or challenge, to reduce

14271-510: The Digital Devil Saga duology, "met with great success". Later reprints in 2008 and 2009 caused the game to enter the top five PlayStation 2 games on Amazon.com in North America. The remastered Nintendo Switch version sold 52,481 physical copies within its first week on sale in Japan, making it the second bestselling retail game of the week in the country. The PlayStation 4 version was the third bestselling retail game in Japan throughout

14472-502: The World of Darkness games, experience points are spent on specific abilities or attributes chosen by the player. In most games, as the difficulty of the challenge increases, the experience rewarded for overcoming it also increases. As players gain more experience points, the amount of experience needed to gain abilities typically increases. Alternatively, some games keep the number of experience points per level constant but progressively lower

14673-743: The World of Darkness series. It allows the player to select which skills to advance by allocating "points". Each character attribute is assigned a price to improve, so for example it might cost a character 2 points to raise an archery skill one notch, 10 points to raise overall dexterity by one, or it might cost 20 points to learn a new magic spell . Players are typically free to spend points however they choose. Some games simplify free-form advancement by offering packages or templates of pre-selected ability sets. A cash-in experience advancement system uses experience points to "purchase" character advancements such as class levels, skill points, new skills, feats, and base attribute points. Each advancement has

14874-579: The Dungeons & Dragons ruleset. Some role-playing games make use of magical powers , or equivalents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used to attack, defend, or temporarily change an enemy or ally's attributes. While some games allow players to gradually consume

15075-477: The Great Will governing existence. Tokyo is transformed into a wasteland on the inside of a sphere inhabited by the spirits of humans who died in the Conception; demons who wage war with each other; and Reasons, deity-like beings formed from the gathering of Magatsuhi energy by people with a deity or demon sponsor. Those who possess Reasons seek to remake the world in their image by presenting themselves to Kagutsuchi,

15276-482: The Megami Tensei series. One of the main aspects of incorporating this theme were discussions about the nature of chaos. Okada's main wish for the title was it to "go back to the Creation". The initial concept of a triggered rebirth to prevent stagnation was suggested by Kaneko upon seeing a change in fashion: after a period of flashy or gaudy clothing tastes, people had begun wearing plain suits. Using this, he thought up

15477-537: The Nintendo DS have had more original and experimental Japanese RPGs released in recent years. Western RPGs have also received criticism in recent years. They remain less popular in Japan, where, until recently, Western games in general had a negative reputation. In Japan, where the vast majority of early console role-playing video games originate, Western RPGs remain largely unknown. The developer Motomu Toriyama criticized Western RPGs, stating that they "dump you in

15678-544: The PlayStation 2 to realize their vision. Because of this delay, Atlus shifted development focus onto Megami Ibunroku Persona and Shin Megami Tensei: Devil Summoner . During this early concept stage, many of the staff felt lost as to where they could go with the new project. As part of the research, the team created a 3D test demo featuring the demon Cerberus to test the PlayStation 2 hardware. The demo

15879-647: The Sharp X1 computer in 1983 and later ported to the MSX in 1984, the NES in 1985 and the Sharp X68000 as New Bokosuka Wars . The game laid the foundations for the tactical role-playing game genre, or "simulation RPG" genre as it is known in Japan. It was also an early example of a real-time , action role-playing game . In 1986, Chunsoft created the NES title Dragon Quest (called Dragon Warrior in North America until

16080-417: The Shin Megami Tensei series beyond If... , with there instead being plans for an original project. Despite the release of the PlayStation and Sega Saturn consoles, the team took a while to decide what they wanted for the game, the team spent time deciding to create a different kind of game that would appeal to a wider audience than its prequels. Eventually, the team decided that they needed to develop for

16281-500: The Ultima series, employed duplicates of the miniatures combat system traditionally used in the early role-playing games . Representations of the player characters and monsters would move around an arena modeled after the surrounding terrain, attacking any enemies that are sufficiently close. Earlier role-playing video games used a two-dimensional top-down view or tile-based first-person view. Early action-based role-playing games often used

16482-500: The eighth game ), which drew inspiration from computer RPGs Ultima and Wizardry and is regarded as the template for future Japanese role-playing video games released since then. Also in 1986 The Legend of Zelda was released for the NES , while not generally considered an RPG itself did inspire many aspects of future action-RPGs. In 1987, the genre came into its own with the release of several highly influential console RPGs distinguishing themselves from computer RPGs, including

16683-436: The " Golden Age " of computer RPGs, is the use of numbered "paragraphs" printed in the manual or adjunct booklets, containing the game's lengthier texts; the player can be directed to read a certain paragraph, instead of being shown the text on screen. The ultimate exemplar of this approach is Sir-Tech 's Star Saga trilogy (of which only two games were released); the first game contains 888 "textlets" (usually much longer than

16884-416: The 1980 video game Rogue . The game's story is often mapped onto exploration, where each chapter of the story is mapped onto a different location. RPGs usually allow players to return to previously visited locations. Usually, there is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome

17085-422: The 1990s, and became known for being more heavily story and character-based, American computer RPGs began to face criticism for having characters devoid of personality or background, due to representing avatars which the player uses to interact with the world, in contrast to Japanese console RPGs which depicted characters with distinctive personalities. American computer RPGs were thus criticized for lacking "more of

17286-447: The Demi-fiend an artifact that will enable him to remake the world. Hijiri, revealed to be a manikin doomed to be reborn and suffer repeatedly for an unspecified "sin" against the Great Will, also attempts to gather enough Magatsuhi to remake the world, but is thwarted and sacrificed by Isamu to create his own Reason. Additionally, the Demi-fiend can fulfill a request from Lucifer to collect eight Candelabra from Fiends. Choosing to support

17487-628: The Fiends, Kagutsuchi attacks him and is destroyed, breaking the Great Will's control over the worlds. After this, Lucifer fights the Demi-fiend to test his strength, then declares him to be the ultimate weapon in the upcoming war against the Great Will. The concept for a third Shin Megami Tensei title was originally proposed by Kazuma Kaneko and others after the completion of the previous two installments, Shin Megami Tensei II and Shin Megami Tensei If... . There were originally no plans to continue

17688-555: The Fountain of Life, where the Protagonist and other party members can receive treatment for ailments, heal them of damage, or revive characters knocked out in battle. An optional location separate from the Vortex World is the Amala Labyrinth, accessed after the Protagonist has reached a certain point in the story. The Labyrinth is a dungeon divided into multiple floors or Kalpa, each housing both demon enemies and brokers who sell demons to

17889-448: The PCs enter these locations or perform certain actions. Combat options typically involve positioning characters, selecting which enemy to attack, and exercising special skills such as casting spells. In a classical turn-based system, only one character may act at a time; all other characters remain still, with a few exceptions that may involve the use of special abilities. The order in which

18090-440: The Protagonist again and infuses him with a Magatama, wishing to see whether he can lead his armies against the Great Will. This turns the Protagonist into the Demi-fiend, a being with the powers of a demon and the heart of a human. After escaping from the hospital, the Demi-fiend begins exploring the Vortex World with help from Hijiri. He learns of two cults who seek to remake the world in their image: Hikawa's Assembly of Nihilo, and

18291-472: The Protagonist and can fight alongside them. The majority of demons can be talked to in battle by the Protagonist, and some allied demons. After selecting the option to talk, the player selects a demon, which initiates a negotiation. For those demons who can talk, the responses vary by both situation and a demon's temperament: some demons can be bribed with Macca and items, some will ask questions related to subjects like philosophy, while others can be influenced by

18492-479: The Protagonist meets with prior to the Conception; and Futomimi, a powerful Manikin seeking to create his own Reason. All the game's events are watched over by Lucifer , ruler of the demons and the Great Will's sworn enemy, who takes on multiple forms during the story. Two characters from other games are included in later versions. These are demon hunter Dante from the Devil May Cry franchise; and Raidou Kuzunoha,

18693-407: The Protagonist's skills of flattery or eloquence. A negotiation can fail if the wrong responses are chosen, if the Protagonist's demon roster is full, or if another enemy demon interrupts. When in the party, demons can be summoned or dismissed from battle. The level of assigned Magatama can also affect how negotiation goes. In addition to recruiting in battle, new demons are acquired through fusion at

18894-528: The Protagonist, creating different effects depending on the Magatama equipped. Battles are governed by a turn-based mechanic called the "Press Turn" system. Each character participating in combat, friend and foe alike, provides one or more Press Turns represented in the upper right-hand corner of the screen as icons. The rule behind this system is that any action (attacking, using skills, items, contacting demons, summoning commands) will normally cost one full turn. If

19095-469: The Protagonist. Each Kalpa is connected by a Warp Zone, in which the Protagonist can collect currency and items while avoiding or destroying obstacles. Proceeding through the levels of the Labyrinth requires the protagonist to find and fight Fiends carrying Candelabra, which unlock barriers. The Candelabra also act as a means of locating and either engaging or avoiding Fiends. During navigation, an indicator in

19296-608: The Ravager and Menzoberranzan , transferred the AD&;D license to several different developers, and eventually gave it to BioWare , who used it in Baldur's Gate (1998) and several later games. By the 2000s, 3D engines had become dominant. The earliest RPG on a console was Dragonstomper on the Atari 2600 in 1982. Another early RPG on a console was Bokosuka Wars , originally released for

19497-405: The Reasons, acting as a mass pressuring for the birth of a new world. They mirrored the mechanisms of a country with a high population, and were based on the idea of people being overwhelmed by numbers and acting in accordance with a common norm. The scenario was written by Shogo Isogai, whose main task was to take Okada and Kaneko's vision and turn it into a story that would fit into the framework of

19698-401: The Vortex World a vast battlefield where players could see distant scenery on the horizon and in the sky, but performance issues meant the idea had to be scrapped. The Press Turn system was created so battles would feel less sedated than the pure turn-based battle systems of earlier titles. The initial concept was a kind of meter where players and characters were given turns which were extended if

19899-582: The ability to pause the game and issue orders to all characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This "real-time with pause" system ( RTwP ) has been particularly popular in games designed by BioWare . The most famous RTwP engine is the Infinity Engine . Other names for "real-time with pause" include "active pause" and "semi real-time". Tactical RPG maker Apeiron named their system Smart Pause Mode (SPM) because it would automatically pause based on

20100-437: The ambitious scope of Final Fantasy VII raised the possibilities for the genre, with its dozens of minigames and much higher production values. The latter includes innovations such as the use of 3D characters on pre-rendered backgrounds, battles viewed from multiple different angles rather than a single angle, and for the first time full-motion CGI video seamlessly blended into the gameplay, effectively integrated throughout

20301-412: The bottom right-hand corner of the screen indicates the presence of enemies and the likelihood of a battle being triggered. An indicator in the top left-hand corner also shows the current "phase" of Kagutsuchi, a moon-like object hovering in the sky of the Vortex World which shifts its phase as the Protagonist explores. Standard battles are initiated through random encounters, which trigger a transition into

20502-535: The category," pointing to Chrono Trigger (which he also worked on) and the Mana games. He further noted that there have been "other games similar to the style of Chrono Trigger ," but that "it's probably because the games weren't localised and didn't reach the Western audience." Xeno series director Tetsuya Takahashi , in reference to Xenoblade Chronicles , stated that "I don't know when exactly people started using

20703-411: The character stronger and able to accomplish more difficult tasks, such as safely battling stronger enemies, gaining access to more powerful spells or combat techniques, or resolving more difficult social challenges. Typically, levels are associated with a character class , and many systems allow combinations of classes, allowing a player to customize how their character develops. Some systems that use

20904-567: The character whose hit killed the enemy (as in Fire Emblem series); sharing experience among characters (as in D&;D ); and giving experience based on each character's actions (as in Final Fantasy Tactics ). In some online games (for example Dungeon Defenders ), it is possible to join a group and gain experience while providing little or no contribution to the group. This type of behavior

21105-475: The character's demon powers, act as an obvious stigma in place of wings or horns, and be a reference to real-world shamans who commonly made themselves stand out using tattoos. Kaneko's inspiration for the main character's design was the American rock band Red Hot Chili Peppers : according to Kaneko, he "imagined [the main character] running around the desert naked". The main character was initially going to use one of

21306-643: The characters act is usually dependent on their attributes, such as speed or agility. This system rewards strategic planning more than quickness. It also points to the fact that realism in games is a means to the end of immersion in the game world, not an end in itself. A turn-based system makes it possible, for example, to run within range of an opponent and kill them before they get a chance to act, or duck out from behind hard cover, fire, and retreat back without an opponent being able to fire, which are of course both impossibilities. However, tactical possibilities have been created by this unreality that did not exist before;

21507-456: The characters within a tile-based graphics system . Dragon Quest was highly successful in Japan, leading to further entries in the series and other titles such as Final Fantasy that followed the same simplifications made in RPGs for Dragon Quest . Because of these differences, the role-playing genre began to be classified into two fairly distinct styles: computer RPG and console RPG . By

21708-461: The concept of this signalling a stagnation in the world's life energy, necessitating a drastic change. The game's main setting of Shinjuku in Tokyo in ruins came from Okada, who visualized areas like Kabukichō and Shibuya as good settings. The Reasons were inspired by the team's want to show several styles for living. The Manikins were created as a representation of the Vortex World and the war between

21909-399: The developers wanted players to have something to focus their eyes on. Despite setting the game in contemporary Tokyo, the team chose a cel-shaded art style as they wanted their game to stand out and enable Kaneko to bring the game as close as possible to his original vision. The desired feel of the game design was defined by Okada as "simple yet profound". One of the earlier ideas was to make

22110-408: The development and customization of playable characters has come at the expense of plot and gameplay, resulting in what he felt was generic dialogue, lack of character development within the narrative and weaker battle systems. He also states that WRPGs tend to focus more on the underlying rules governing the battle system rather than on the experience itself. Tom Battey of Edge Magazine noted that

22311-520: The earliest role-playing video games on a microcomputer was Dungeon n Dragons , written by Peter Trefonas and published by CLOAD (1980). This early game, published for a TRS-80 Model 1, is just 16K long and includes a limited word parser command line, character generation, a store to purchase equipment, combat, traps to solve, and a dungeon to explore. Other contemporaneous CRPGs (Computer Role Playing Games) were Temple of Apshai , Odyssey: The Compleat Apventure and Akalabeth: World of Doom ,

22512-437: The early 2000s, the distinction between platforms became less pronounced as the same games appeared on both console and computer, but stylistic differences between Western role-playing games (WRPGs) and Japanese role-playing games (JRPGs) remained, rooted in the earlier distinctions. Though sharing fundamental premises, WRPGs tend to feature darker graphics, older characters, and a greater focus on roaming freedom, realism, and

22713-409: The effectiveness of power-leveling . "Perks" are special bonuses that video game players can add to their characters to gain special abilities. The term refers to the general usage of " perk " as an abbreviation of " perquisite ". Perks are permanent rather than temporary and are progressively unlocked through experience points. The first video game to use the term "perks" to refer to such a mechanic

22914-402: The experience gained for the same tasks as the character's level increases. Thus, as the player character strengthens from gaining experience, they are encouraged to accept new tasks that are commensurate with their improved abilities in order to advance. The term "experience point" was introduced by Gary Gygax and Dave Arneson in the creation of Dungeons & Dragons . Arneson introduced

23115-428: The following types. In many role-playing games, such as games derived from Dungeons & Dragons ( D&D ), an accumulation of a sufficient number of experience points (XP) increases a character's "level", a number that represents a character's overall skill and experience. To "level" or "level up" means to gain enough XP to reach the next level. By gaining a level, a character's abilities or stats increase, making

23316-551: The game a near perfect score. GameSpot ' s Bethany Massimilla and RPGFan ' s Ryan Mattich shared similar feelings noting that despite these drawbacks the game will feel rewarding to players. Despite also noting the game was quite challenging, Beckett found it significantly easier during its last third with the total play time depending on the players' choices when leveling up and obtaining new skills. Besides good critical response in reviews, Nocturne received recognition by publications. Jeremy Dunham from IGN listed it as

23517-435: The game world. More recent games tend to maintain a consistent perspective for exploration and combat. Some games, especially earlier video games, generate battles from random encounters ; more modern RPGs are more likely to have persistent wandering monsters that move about the game world independently of the player. Most RPGs also use stationary boss monsters in key positions, and automatically trigger battles with them when

23718-404: The game's art style. The music for Nocturne was composed by Shoji Meguro , with additional work by Kenichi Tsuchiya and Toshiko Tasaki. Mixing was done by Meguro, Tsuchiya, and Tasaki. The soundtrack included tunes from previous Shin Megami Tensei titles composed by Tsukasa Masuko. While composing the music, Meguro attempted to express his feelings when he saw the world while remaining true to

23919-518: The game. The game was soon ported to the PC and gained much success there, as did several other originally console RPGs, blurring the line between the console and computer platforms. Computer-driven role-playing games had their start in Western markets, with games generally geared to be played on home computers. By 1985, series like Wizardry and Ultima represented the state of the art in role-playing games. In Japan, home computers had yet to take as great

24120-513: The gameplay's constant shifts between movement and stillness. Meguro generally worked solo on the original version, but for the director's cut, he had help composing new tracks. The majority of tracks from the game were released in an album, Shin Megami Tensei III: Nocturne Original Soundtrack , on March 5, 2003. The album, published by SME Visual Works under the catalog number SVWC-7173~4, contained 49 tracks and

24321-400: The general Megami Tensei theme of people lacking excitement in their everyday lives, with Nocturne focusing on the extraordinary events people could not experience in real life. The team wanted Nocturne to feel like a "journey into hell" comparable with Dante Alighieri 's Divine Comedy and Francis Ford Coppola 's 1979 film Apocalypse Now . Kaneko was mainly responsible for creating

24522-521: The genre-defining Phantasy Star , released for the Master System . Shigeru Miyamoto 's Zelda II: The Adventure of Link for the Famicom Disk System was one of the earliest action role-playing games , combining the action-adventure game framework of its predecessor The Legend of Zelda with the statistical elements of turn-based RPGs . Most RPGs at this time were turn-based. Faxanadu

24723-412: The hospital deserted apart from Chiaki and Isamu, the Protagonist searches it, is briefly accosted by Lucifer in his child form, and is almost killed by Hikawa. Saved from Hikawa by Takao, the Protagonist is taken by her to the hospital roof and witnesses the Conception, with Takao saying the resulting Vortex World will remain until the next creation is triggered. In the immediate aftermath, Lucifer contacts

24924-633: The inverted bubble structure of the Vortex World. This design choice was primarily inspired by similar ideas in Gnostic traditions , early science fiction, and the Heart Sutra , an important scripture within Mahayana Buddhism . In contrast to previous games which offered three routes for the cast, Chaos was the only affiliation of the characters. This was due to the fact the staff saw the Chaos route offered more to

25125-539: The key features of RPGs were developed in this early period, prior to the release of Ultima III: Exodus , one of the prime influences on both computer and console RPG development. For example, Wizardry features menu-driven combat, Tunnels of Doom features tactical combat on a special "combat screen", and Dungeons of Daggorath features real-time combat which takes place on the main dungeon map. Starting in 1984 with Questron and 50 Mission Crush , SSI produced many series of CRPGs. Their 1985 game Phantasie

25326-520: The label "JRPG" is most commonly used to refer to RPGs "whose presentation mimics the design sensibilities" of anime and manga, that it's "typically the presentation and character archetypes" that signal "this is a JRPG." Modern JRPGs are more likely to feature turn-based battles; while modern WRPGs are more likely to feature real-time combat. In the past, the reverse was often true: real-time action role-playing games were far more common among Japanese console RPGs than Western computer RPGs up until

25527-437: The late 1990s had become more cinematic in style (e.g. Final Fantasy series). At the same time, WRPGs started becoming more novelistic in style (e.g. Planescape: Torment ), but by the late 2000s had also adopted a more cinematic style (e.g. Mass Effect ). One reason given for these differences is that many early Japanese console RPGs can be seen as forms of interactive manga or anime wrapped around Western rule systems at

25728-415: The late 1990s have had a stronger focus on extensive dialog tree systems (e.g. Planescape: Torment ). On the other hand, JRPGs tend to limit players to developing pre-defined player characters , and often do not allow the option to create or choose one's own playable characters or make decisions that alter the plot. In the early 1990s, JRPGs were seen as being much closer to fantasy novels , but by

25929-919: The late 1990s, due to gamepads usually being better suited to real-time action than the keyboard and mouse. Some journalists and video game designers have questioned this cultural classification, arguing that the differences between Eastern and Western games have been exaggerated. In an interview held at the American Electronic Entertainment Expo , Japanese video game developer Tetsuya Nomura (who worked on Final Fantasy and Kingdom Hearts ) emphasized that RPGs should not be classified by country-of-origin, but rather described simply for what they are: role-playing games. Hironobu Sakaguchi , creator of Final Fantasy and The Last Story , noted that, while "users like to categorise" JRPGs as "turn-based, traditional styles" and WRPGs as "born from first-person shooters ," there "are titles that don't fit

26130-428: The late 1990s, which saw the rise of optical disks in fifth generation consoles. The implications for RPGs were enormous—longer, more involved quests, better audio, and full-motion video . This was first clearly demonstrated in 1997 by the phenomenal success of Final Fantasy VII , which is considered one of the most influential games of all time. With a record-breaking production budget of around $ 45 million,

26331-425: The lord of demons. The gameplay uses a turn-based battle system based on exploiting weaknesses, and a Demon recruitment system allowing the player to recruit demons found in the Vortex World to fight alongside them. The game was conceived after the completion of Shin Megami Tensei II and Shin Megami Tensei If... , but was delayed as the team worked out what they wanted for the game, including making it appeal to

26532-419: The main character's neck, the Magatama fused with him at the beginning of the game, was inspired by the theory that a person's aura appears as a shark fin sticking out of the back of their neck when viewed from the side. The number of supporting characters was kept low to emphasize their individuality, and their personalities were left ambiguous to reinforce the desire for player immersion. The heroine Yuko Takao

26733-461: The mid-1970s, as an offshoot of early university mainframe text-based RPGs on PDP-10 and Unix -based computers, such as Dungeon , pedit5 and dnd . In 1980 , a very popular dungeon crawler , Rogue , was released. Featuring ASCII graphics where the setting, monsters and items were represented by letters and a deep system of gameplay, it inspired a whole genre of similar clones on mainframe and home computers called " roguelikes ". One of

26934-591: The middle to late 1990s, isometric, sprite-based RPGs became commonplace, with video game publishers Interplay Entertainment and Blizzard North playing a lead role with such titles as the Baldur's Gate , Icewind Dale and the action-RPG Diablo series, as well as the dialogue-heavy Planescape: Torment and cult classics Fallout and Fallout 2 . This era also saw a move toward 3D game engines with such games as Might and Magic VI: The Mandate of Heaven and The Elder Scrolls: Arena . TSR , dissatisfied with SSI's later products, such as Dark Sun: Wake of

27135-576: The modern JRPG in unoriginality", citing Square Enix CEO Yoichi Wada who stated that "they're strictly catering to a particular audience", the article noting the difference in game sales between Japan and North America before going on to suggest JRPGs may need to "move forward". This criticism has also occurred in the wider media with an advertisement for Fallout: New Vegas ( Obsidian Entertainment ) in Japan openly mocked Japanese RPGs' traditional characteristics in favor of their own title. Nick Doerr of Joystiq noted that Bethesda felt that JRPGs "are all

27336-421: The more fantasy novel approach of Squaresoft console RPGs such as Final Fantasy IV . However in 1994, game designer Sandy Petersen noted that, among computer gamers, there was criticism against cartridge-based console JRPGs being "not role-playing at all" due to popular examples such as Secret of Mana and especially The Legend of Zelda using "direct" arcade-style action combat systems instead of

27537-644: The more "abstract" turn-based battle systems associated with computer RPGs. In response, he pointed out that not all console RPGs are action-based, pointing to Final Fantasy and Lufia . Another early criticism, dating back to the Phantasy Star games in the late 1980s, was the frequent use of defined player characters , in contrast to the Wizardry and Gold Box games where the player's avatars (such as knights, clerics, or thieves) were blank slates. As Japanese console RPGs became increasingly more dominant in

27738-415: The multiple challenges, as well as the multiple paths the player can take across the story resulting in high replay value. The game has been praised for its challenging AI and combat system, alongside its labyrinths. The modern setting and dark storyline from Nocturne has also been found refreshing for contrasting common RPG storylines. Similarly, Jeremy Dunham from IGN noted its "bizarre" story as one of

27939-427: The necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Role-playing video games use much of the same terminology, settings and game mechanics as early tabletop role-playing games such as Dungeons & Dragons . Players control a central game character, or multiple game characters, usually called

28140-459: The number of items that can be held. Most of the actions in an RPG are performed indirectly, with the player selecting an action and the character performing it by their own accord. Success at that action depends on the character's numeric attributes. Role-playing video games often simulate dice-rolling mechanics from non-electronic role-playing games to determine success or failure. As a character's attributes improve, their chances of succeeding at

28341-430: The option of making a direct sequel to Shin Megami Tensei II was considered, Kaneko wanted to return to the contemporary setting of the original Shin Megami Tensei as opposed to the science fiction aesthetic of its sequel. As it was felt that the game was more than just the third numeric installment, a subtitle was added. Before the final subtitle, " Nocturne " was added, other subtitles were considered. An early subtitle

28542-605: The platform divide between consoles and computers , respectively. Finally, while the first RPGs offered strictly a single player experience, the popularity of multiplayer modes rose sharply during the early to mid-1990s with action role-playing games such as Secret of Mana and Diablo . With the advent of the Internet, multiplayer games have grown to become massively multiplayer online role-playing games (MMORPG), including Lineage , Final Fantasy XI , and World of Warcraft . The role-playing video game genre began in

28743-424: The player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player's avatar . An example of this would be in Baldur's Gate , where if the character created by the player dies, the game ends and a previous save needs to be loaded. Although some single-player role-playing games give the player an avatar that

28944-601: The player determines whether the loss of immersion in the reality of the game is worth the satisfaction gained from the development of the tactic and its successful execution. Fallout has been cited as being a good example of such a system. Real-time combat can import features from action games , creating a hybrid action RPG game genre. But other RPG battle systems such as the Final Fantasy battle systems have imported real-time choices without emphasizing coordination or reflexes. Other systems combine real-time combat with

29145-544: The player to change the party's character classes during the course of the game. Another "major innovation was the introduction of day/night cycles; certain items, characters, and quests are only accessible at certain times of day." In 1989, Phantasy Star II for the Genesis established many conventions of the genre, including an epic , dramatic, character-driven storyline dealing with serious themes and subject matter. Console RPGs distinguished themselves from computer RPGs to

29346-896: The player to manage a large amount of information and frequently make use of a windowed interface. For example, spell-casting characters will often have a menu of spells they can use. On the PC, players typically use the mouse to click on icons and menu options, while console games have the player navigate through menus using a game controller. The role-playing video game genre began in the mid-1970s on mainframe computers , inspired by pen-and-paper role-playing games such as Dungeons & Dragons . Several other sources of inspiration for early role-playing video games also included tabletop wargames , sports simulation games, adventure games such as Colossal Cave Adventure , fantasy writings by authors such as J. R. R. Tolkien , traditional strategy games such as chess , and ancient epic literature dating back to Epic of Gilgamesh which followed

29547-519: The player to see environments in first-person. The game world can be navigated either on foot or by using a fast travel system unlocked at a certain point in the game. Multiple important locations are located within the world: these include Terminals that give access to a fast travel system; the Junk Shop, which acts as a vendor for buying and selling items; Rag's Jewelry, where gems collected during gameplay can be traded for rare items and unique demons; and

29748-435: The player waited more than a second or so to issue a command, the game would automatically issue a pass command, allowing the monsters to take a turn while the PCs did nothing. There is a further subdivision by the structure of the battle system; in many early games, such as Wizardry , monsters and the party are arrayed into ranks, and can only attack enemies in the front rank with melee weapons. Other games, such as most of

29949-406: The player's control. Other games feature a party that the player can create at the start or gather from non-player characters in the game, coming into partial or full control of the player during the game. Although the characterization of the game's avatar will develop through storytelling, characters may also become more functionally powerful by gaining new skills, weapons, and magic. This creates

30150-411: The player's decisions. One of the early concepts that needed to be cut was giant demons battling each other in Tokyo. In keeping with previous entries, the story focused on a single protagonist rather than a group as in other role-playing games of the time to promote full player immersion. The main protagonist was the first character to be created, being featured in the first Alpha build. So as to include

30351-408: The player, and that it would be boring to have the same designs as previous games. It also gave the team more development freedom. Another reason was that Shin Megami Tensei II had already explored a world governed by Law, so it seemed natural to swing the other way and depict a world ruled by Chaos. In addition, Kaneko stated that Nocturne was part of a movement to create a single unified mythos for

30552-505: The player. Several other characters survive the opening events of the game alongside him, many of them representing the various routes the player can choose to take. They are Yuko Takao, his teacher and a key figure in future events; his classmates Chiaki Hayasaka and Isamu Nitta; and Hikawa, leader of the Cult of Gaea and later the Assembly of Nihilo. Other characters include Jyoji Hijiri, a journalist

30753-461: The players, to be as exciting as the Japanese imports", and lacked the arcade and action-adventure elements commonly found in Japanese console RPGs at the time. In the early 1990s, American computer RPGs also began facing criticism for their plots, where "the party sticks together through thick and thin" and always "act together as a group" rather than as individuals, and where non-player characters are "one-dimensional characters", in comparison to

30954-410: The plot when the player defeats an enemy or completes a level, role-playing games often progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline that is usually irreversible. New elements in the story may also be triggered by mere arrival in an area, rather than completing a specific challenge. The plot

31155-437: The precursor to Ultima . Some early microcomputer RPGs (such as Telengard (1982) or Sword of Fargoal ) were based on their mainframe counterparts, while others (such as Ultima or Wizardry , the most successful of the early CRPGs) were loose adaptations of D&D . They also include both first-person displays and overhead views, sometimes in the same game ( Akalabeth , for example, uses both perspectives). Most of

31356-542: The problems often cited against JRPGs also often apply to many WRPGs as well as games outside of the RPG genre. BioWare games have been criticized for "lack of innovation, repetitive structure and lack of real choice." WRPGs, such as Bethesda games, have also been criticized for lacking in "narrative strength" or "mechanical intricacy" due to the open-ended, sandbox structure of their games. Experience point In many RPGs, characters start as fairly weak and untrained. When

31557-417: The reasons to play it due to its post-apocalyptic setting. Beckett also praised the visual style employed by Atlus including Kaneko Kazuma's character designs as well as the design of the Vortex World. The latter point was shared by 1UP.com . On the other hand, the highly challenging battle system has bothered reviewers with Rob Fahey from Eurogamer ultimately finding as a flaw that stopped him from giving

31758-458: The resultant demon, then initiate a fusion. The resultant demon will both possess its own skills and inherit skills from both parents: skill inheritance is randomized. Higher-level demons produce more powerful fusions. Demons gained through negotiation or fusion are automatically stored in the Demon Compendium, a record kept within the Cathedral of Shadows. The Protagonist can also pay to summon

31959-409: The right things to the right non-player characters will elicit useful information for the player, and may even result in other rewards such as items or experience, as well as opening up possible storyline branches. Multiplayer online role-playing games can offer an exception to this contrast by allowing human interaction among multiple players and in some cases enabling a player to perform the role of

32160-447: The role-playing video games Dungeon Master , Final Fantasy II , The Elder Scrolls , the SaGa series, and Grandia series, character progression is based on increasing individual statistics rather than general experience points. Skills and attributes grow through exercised use. Free-form advancement is used by many role-playing systems including GURPS , Hero System or

32361-436: The same basic structure of setting off in various quests in order to accomplish goals. After the success of role-playing video games such as Ultima and Wizardry , which in turn served as the blueprint for Dragon Quest and Final Fantasy , the role-playing genre eventually diverged into two styles, Eastern role-playing games and Western role-playing games , due to cultural differences , though roughly mirroring

32562-492: The same style as those in manga and anime . The stylistic differences are often due to differing target audiences: Western RPGs are usually geared primarily towards teenage to adult males, whereas Japanese RPGs are usually intended for a much larger demographic, including female audiences , who, for example, accounted for nearly a third of Final Fantasy XIII 's playerbase. In 2015, IGN noted in an interview with Xenoblade Chronicles X 's development team that

32763-437: The same week, with 48,830 copies being sold. On April 28, 2021, Atlus announced that the remaster had sold over 250,000 copies in Japan and Asia. By October 2021, the remaster had sold over 500,000 copies. Atlus (October 12, 2004). Shin Megami Tensei: Nocturne ( PlayStation 2 ). Atlus. Role-playing video game A role-playing video game , role-playing game ( RPG ) or computer role-playing game ( CRPG )

32964-598: The same" and "too linear", to which he responded that "[f]or the most part, it's true" but noted there are also non-linear JRPGs such as the Romancing SaGa series. Such criticisms have produced responses such as ones by Japanese video game developers , Shinji Mikami and Yuji Horii , to the effect that JRPGs were never as popular in the West to begin with, and that Western reviewers are biased against turn-based systems. Jeff Fleming of Gamasutra also states that Japanese RPGs on home consoles are generally showing signs of staleness, but notes that handheld consoles such as

33165-488: The second week, the game had dropped to seventh place in the charts, selling a further 37,328 units. This brought total sales to just over 200,000. By the end of 2003, it had sold 245,520 units becoming Japan's 49th bestselling game of the year. Its sales by the end of Atlus' 2002-2003 fiscal year had reached 270,000, falling short of their planned sales of 350,000. The Maniax edition was also popular, reaching 5th place in Japanese sales charts in its first week, and remaining in

33366-446: The series' recurring arm-mounted COMP computers, but as he had already become a demon hybrid, it did not make sense to include it. As he was the character controlled by the player, more focus was given to embodying and reflecting his world view than to developing a personality. In keeping with the game's theme of energy remaking reality, Kaneko dressed his character in comfortable shorts to balance against his tattoos. The spike growing from

33567-493: The service of a peaceful world; Chiaki's Yosuga Reason seeks a world where the strong rule supreme and destroy the weak; and Isamu's Musubi Reason wishes for a world where everyone is an individual who can live without reliance on others. Others also attempt to form a Reason, including Futomimi, who wishes to free the world's Manikins from their servitude, and Takao, who wants a world where people value life and have freedom. Both die before they can realize their wishes, and Takao gives

33768-561: The seventh best game from 2004. G4TV also awarded it best RPG from the same year. In RPGamer ' s awards from 2004 it was ranked third in the Readers' "Best PlayStation 2" category, and had honorable mentions in the categories for the similar Readers' "Best Storyline" and "Graphics" and "Overall". It received a nomination in GameSpot ' s 2004 "Best Role-playing Game" award category across all platforms. In IGN ' s "Best of 2004" awards, it

33969-467: The staff created Maniax , which included both the cut content and additional features. Among the additional features is an optional dungeon that leads to a sixth ending. The lead character of Capcom 's hack and slash series Devil May Cry , Dante , appears as a guest character. His inclusion in the game was suggested by a member of the Atlus staff who was a fan of the Devil May Cry series. This idea

34170-435: The statistics of allied demons are randomly raised, while the Protagonist's stats can be customized by the player. The Protagonist's abilities and resistances are also influenced by equipping one of 24 different Magatama found in-game. The Protagonist can learn new skills from equipped Magatama when he levels up, and is also granted passive buffs and debuffs which take effect in battle. Magatama will sometimes act violently within

34371-446: The stories and endings. Alongside these and graphical changes, some dialogue was rewritten. A "Maniax Pack" downloadable content item launched alongside the game, restoring Dante in place of Raidou Kuzunoha. The original television commercial was remade around the production's theme of "respect for the original", with original staff returning to create both a 15 second television version, and a web-exclusive 30 second version. The remaster

34572-419: The styles established by the original Megami Tensei games. Taking inspiration from the game's dungeon-battle transitions, and the cut-scenes' combination of current graphics with classic use of subtitles for storytelling, Meguro created modulating tunes which included elements from 1980s music. Meguro also introduced orchestral elements which were absent from previous Megami Tensei scores, using it to emphasize

34773-407: The team created internal tech demos using 3D models of characters from previous Megami Tensei games. When their vision for the game had been finalized, full development began in 2002, taking approximately one year. Along with Kaneko, series co-creator Kouji Okada produced the title. The game was directed by Katsura Hashino, his first time in such a position within the Megami Tensei series. While

34974-496: The term 'JRPG,' but if this game makes people rethink the meaning of this term, I'll be satisfied." The writer Jeremy Parish of 1UP.com states that " Xenoblade throws into high relief the sheer artificiality of the gaming community's obsession over the differences between" Western and Japanese RPGs, pointing out that it "does things that don't really fit into either genre. Gamers do love their boundaries and barriers and neat little rules, I know, but just because you cram something into

35175-503: The time, in addition to the influence of visual novel adventure games . As a result, Japanese console RPGs differentiated themselves with a stronger focus on scripted narratives and character drama, alongside streamlined gameplay. In recent years, these trends have in turn been adopted by WRPGs, which have begun moving more towards tightly structured narratives, in addition to moving away from "numbers and rules" in favor of streamlined combat systems similar to action games. In addition,

35376-551: The title Shin Megami Tensei: Lucifer's Call . It released on July 1, 2005. Nocturne was the first Megami Tensei title to be released in Europe. It re-released for the PlayStation Network as a PlayStation 2 Classic in both North America and Europe: it released on May 6, 2014 for North America and May 20, 2015 for Europe. A remastered edition, titled Shin Megami Tensei III: Nocturne HD Remaster ,

35577-448: The top ten for a second week. In an interview with Kaneko, 1UP.com noted that the game had not met with sales equivalent to its high review scores, although no exact figures were given. In contrast, as part of a press release concerning the game's European release, an Atlus staff member noted that it had met with commercial success in North America along with Japan. Speaking in 2013, a Ghostlight representative that Nocturne had, alongside

35778-583: The traditional role-playing " offered by Japanese console RPGs, which instead emphasized character interactions. In response, North American computer RPGs began making a comeback towards the end of the 1990s with interactive choice-filled adventures. Several writers have criticized JRPGs as not being "true" RPGs, for heavy usage of scripted cutscenes and dialogue, and a frequent lack of branching outcomes. Japanese RPGs are also sometimes criticized for having relatively simple battle systems in which players are able to win by repetitively mashing buttons. As

35979-509: The typical Western-style RPGs of the time. Due to the cultural differences between Western and Japanese variations of role-playing games, both have often been compared and critiqued by those within the video games industry and press. In the late 1980s, when traditional American computer RPGs such as Ultima and Defender of the Crown were ported to consoles, they received mixed reviews from console gamers, as they were "not perceived, by many of

36180-448: The underlying game mechanics (e.g. "rules-based" or "system-based" ); whereas JRPGs tend to feature brighter, anime -like or chibi graphics, younger characters, turn-based or faster-paced action gameplay, and a greater focus on tightly-orchestrated, linear storylines with intricate plots (e.g. "action-based" or "story-based" ). Further, WRPGs are more likely to allow players to create and customize characters from scratch, and since

36381-507: The western audience. In addition, the team were encouraged to release it by the success of mature titles in the west such as Grand Theft Auto , and the Maniax edition would give western players the most complete version of the game. The localization was announced in February 2004. This made Nocturne the first main Shin Megami Tensei title to be released outside Japan. It was speculated that this

36582-468: The world is returned to its pre-Conception state, resurrecting and restoring all the main characters. If the Demi-fiend rejects Takao's wishes, Kagutsuchi curses him for allowing the world to die and departs, leaving the Demi-fiend as the only survivor in a barren world of demons, trapped as it is until another Conception can happen. If the Demi-fiend fulfills Lucifer's request of collecting the Candelabra from

36783-470: Was Vortex . The game uses a third-person camera perspective rather than the first-person dungeon crawling of earlier installments. One of the reasons for this change was that the developers wanted to focus on the protagonist, who would stand out for being a half-demon. Another factor was many reports of people suffering from a condition similar to car sickness called "3D sickness" with first person shooters in Japan:

36984-430: Was 1:55:16. A second album containing the tracks composed for the director's cut, Shin Megami Tensei III: Nocturne Original Soundtrack extra version , was released on October 26, 2005. Again published by SME Visual Works under the catalog number SVWC-7308, it contained 21 tracks and was 39:04. In North America, selected tracks from the game were released on a promotional CD exclusive to the game's Limited Edition. The game

37185-659: Was a runner-up for "Best RPG" and "Best Story" in the PS2 category. It was also nominated at the Spike Video Game Awards in the "Best RPG" category. In 2008, Gamasutra listed Nocturne as one of their "Essential 20" role-playing games, noting how challenging the title could be. In 2023, Time Extension included the game on their "Best JRPGs of All Time" list, also noting the brutal difficulty. During its first week of release in Japan, Nocturne sold 185,000 units which were equal to 75.7% of its shipment, topping sales charts. By

37386-446: Was a theme that was common in most console RPGs at the time but absent from most computer RPGs. During the 1990s, console RPGs had become increasingly dominant, exerting a greater influence on computer RPGs than the other way around. Console RPGs had eclipsed computer RPGs for some time, though computer RPGs began making a comeback towards the end of the decade with interactive choice-filled adventures. The next major revolution came in

37587-424: Was also announced to have been a commercial success in the West. Shin Megami Tensei III: Nocturne is initially set moments before a post-apocalyptic conception of modern-day Tokyo : aside from the opening segment, post-apocalyptic Tokyo, also known as the Vortex World, is the main setting. From the outset, the player can select two difficulty settings: Normal and Hard. The player controls a silent protagonist who

37788-560: Was announced during Nintendo Direct Mini: Partners Showcase on July 20, 2020 alongside the release year for Shin Megami Tensei V . It is based on the Maniax Chronicle Edition release, and includes voice-acted cutscenes, dual audio and additional difficulty settings. Production of the remaster began in 2018 and lasted around two years. The new "Merciful" difficulty setting was included as a concession to modern gaming trends, acknowledging players who would want to easily experience

37989-448: Was another early action RPG for the NES, released as a side-story to the computer action RPG Dragon Slayer II: Xanadu . Square 's Final Fantasy for the NES introduced side-view battles, with the player characters on the right and the enemies on the left, which soon became the norm for numerous console RPGs. In 1988, Dragon Warrior III introduced a character progression system allowing

38190-576: Was approved due to how Dante's job as a demon hunter would fit the setting of Nocturne and thus Atlus created a movie where Dante confronted the game's hero. Capcom was satisfied with this video and allowed Atlus to use the character. A second version of Maniax , Shin Megami Tensei III: Nocturne Maniax Chronicle Edition , was released on October 23, 2008 as part of a Japanese limited edition of Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon : in this version, Dante

38391-486: Was created before Nocturne ' s contents had been decided upon, as a test on modelling and animating demons. Nocturne was among the first Megami Tensei titles to use 3D graphics, alongside Shin Megami Tensei: Nine . Development on Nocturne began in 2000, with the creation of the first Alpha builds to determine how the main character would move around environments. To finalized their desired aesthetic look,

38592-410: Was created. Atlus had high hopes for Nocturne ' s success, preparing estimated shipments totaling 500,000 units. The game launched on February 20, 2003. It came in a standard edition, and a limited special edition containing the game's soundtrack and an incense burner modeled after an in-game story component. In addition, a version exclusive to Japanese media retail shop Tsutaya with a unique cover

38793-544: Was first hinted by an Atlus spokesperson in November 1999, who stated that Atlus was planning an entry in the Megami Tensei franchise for the PS2. The game was eventually announced in September 2002 by the gaming magazine Famitsu , where it was clarified it was a sequel to previous Shin Megami Tensei games rather than an entry in the spin-off Persona series. As part of promotion, a TV commercial featuring live-action segments

38994-406: Was intended to be a different type of character to previous main heroines, being a non-playable character from the beginning of story development. She was the only major non-playable character not to have her own Reason. The character of Lucifer designed was not a standard villain, but rather as a gentlemanly observer who sets tests for the player. To reflect his omnipotent status as God's opposite, he

39195-506: Was released in Japanese, Traditional Chinese and Korean on October 29, 2020 for the Nintendo Switch and PlayStation 4 , with a worldwide release and Windows version on May 25, 2021. For the Asian release published by Sega, the Chronicle content was originally omitted. Due to protests from Chinese consumers, the Chronicle content was eventually offered as DLC for Chinese players. It was free for

39396-512: Was released on April 23, 2003 by King Records . A comic anthology adaptation was released by Enterbrain in June 2004. The localization of Nocturne was handled by Atlus USA , the North American branch of Atlus. The original Maniax is the version that was translated and released overseas, as the main director Kazuyuki Yamai believed the enhanced difficulty and the other new features would appeal to

39597-530: Was released. It was later re-released as part of Sony's budget series release on August 5, 2004. An expanded director's cut of the game, titled Shin Megami Tensei III: Nocturne Maniax , was released approximately one year after the original version on January 29, 2004 as a limited edition. It was later given a second print run in February that year due to fan demand. The original release in Japan had to have some planned features cut out, so

39798-456: Was switched from a first- to a third-person camera perspective, and using a cel-shaded art style to distinguish it from other games of the time. The music, primarily composed by Shoji Meguro , paid homage to earlier Megami Tensei games while drawing on music styles from the 1980s. The original edition of Nocturne released in Japan to strong sales and a positive critical reception, and the limited director's cut proved so popular that Atlus made

39999-457: Was the 1997 role-playing video game Fallout . Besides RPGs, perks have been used in various other video games in recent times, including first-person shooters such as Call of Duty 4: Modern Warfare (2007), Call of Duty: Modern Warfare 2 (2009), and Killing Floor (2009), as well as action games such as Metal Gear Online (2008). "Remorting" (also known as "rebirth", "ascending/ascension", "reincarnating", or " new game plus ")

40200-530: Was the first such attempt to recreate a role-playing game for a console, and requires several simplifications to fit within the more limited memory and capabilities of the Famicom compared to computers; players in Dragon Quest controlled only a single character, the amount of control over this character limited due to the simplicity of the Famicom controller, and a less-realistic art style was chosen to better visualize

40401-451: Was the reason the numeral III was dropped from the title. Rather than altering the script, Atlus translated it all faithfully from the original Japanese, preserving the original experience as far as possible. For their work on the game's translation, the localization team were given access to the source files and Japanese strategy guide, which enabled them to avoid mistaking the genders of Kaneko's often highly androgynous designs. According to

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