Expanded Versions of Shin Megami Tensei III: Nocturne
4.10 average rating based on 502 ratings
I have just finished Nocturne and now I'm looking at the TV, thinking... why the fuck did I love this game?
It's like the game was developed to make you suffer and feel miserable... yet... I just loved it!
But still, the question lingers. Why did I love SMT3? There are so many bad things in its design! It's just filled with little to major flaws that prevents me from loving it even more.
For starters, the environments may seem pretty at first, but the repetition will get to you and it will feel dull. It's as if they made it on purpose. Claustrophobia is a thing in the Vortex World. Negotiating with demons is a pain the ass and the game doesn't even explain it to you. In fact, Nocturne wastes no time in explaining anything. The only reason I got through the game's mechanics without looking for a guide is because this is not my first SMT game.
And what about the dungeon maps? They're terrible! Again, was it bad design or is the humdrum on purpose? Why not include a mini-map? Why is the encounter rate so goddamn high? Did the Labyrinth of Amala need to be …
I have just finished Nocturne and now I'm looking at the TV, thinking... why the fuck did I love this game?
It's like the game was developed to make you suffer and feel miserable... yet... I just loved it!
But still, the question lingers. Why did I love SMT3? There are so many bad things in its design! It's just filled with little to major flaws that prevents me from loving it even more.
For starters, the environments may seem pretty at first, but the repetition will get to you and it will feel dull. It's as if they made it on purpose. Claustrophobia is a thing in the Vortex World. Negotiating with demons is a pain the ass and the game doesn't even explain it to you. In fact, Nocturne wastes no time in explaining anything. The only reason I got through the game's mechanics without looking for a guide is because this is not my first SMT game.
And what about the dungeon maps? They're terrible! Again, was it bad design or is the humdrum on purpose? Why not include a mini-map? Why is the encounter rate so goddamn high? Did the Labyrinth of Amala need to be THAT gigantic and confusing? Was it a necessity to make the final dungeon in the game so frustating and clueless? The puzzles are good, but did EVERY dungeon need one?
And don't even get me started on the difficulty! Look, I get it, it's part of the experience and it's in the series' DNA. But SMT3's difficulty is just absurd. Even normal enemies are ruthless! Was it part of its design to make it extremely unbalanced and inaccessible? I see no necessity for it. And yes, there's that newly added Merciful difficult, but that just turns it into a joke. It makes Pokémon Let's Go Evee look difficult!
But even after pointing out a few of SMT3's many flaws, why do I still love it so much? Why did I have so much fun with it?
Maybe it was the character's design. Every single character, from demon to manikin, they're just VERY well done. Or maybe it's the press turn battle system that just refuses to be boring. Was it Nocturne's thought-provoking intricate writing and social/religious themes that kept me hooked? The minimalistic nature of the game's story and gameplay just hides away a mountain of depth, right?
It was probably the addictive mechanic of collecting and fusing demons. Maybe the oppressive and lonely atmosphere just talked to me, you know? I mean, the story is immersive and every single ending seems solid enough. Or was it the boss fights that kept me pumped? And I didn't even mention how PERFECT the soundtrack is. I could spend days listening to SMT3's ost and I wouldn't get tired of it.
In the end, I do not know why this game is so lovely. It is unnecessarily painful, but I just keep coming back to it.
I wouldn't recommend it, though. Unless you really wanna do it...
I usually avoid leaving negative reviews because games are hard to make, tastes are subjective and I don't find it particularly fun to rain on the enjoyment of others. But I thought I'd share the review I wish I'd read before diving into this extremely well-regarded game.

I'm a big fan of Personas 3, 4 and especially 5, which made me curious about the core Shin Megami Tensei series those games spun off of. Multiple reviews suggested that the recent re-release of Nocturne might be a good jumping-on point: It's one of the highest-rated entries, it's available on multiple platforms, and it's reasonably priced (in comparison to the rest of the series).
But after making it about a third through the game, it's time to move on to something else. Basically none of the eclectic gameplay loop, bombastic characters, approachable combat, Pokémon-esque collectability or stunning art direction I'd expect of a Persona title are present in any recognizable form here. And what is here just doesn't appeal to me enough to keep going.
Nocturne's plot is as vague as it is bleak, its characters as indistinct as they are irredeemable. Its environments consist of boring mazes of …
I usually avoid leaving negative reviews because games are hard to make, tastes are subjective and I don't find it particularly fun to rain on the enjoyment of others. But I thought I'd share the review I wish I'd read before diving into this extremely well-regarded game.

I'm a big fan of Personas 3, 4 and especially 5, which made me curious about the core Shin Megami Tensei series those games spun off of. Multiple reviews suggested that the recent re-release of Nocturne might be a good jumping-on point: It's one of the highest-rated entries, it's available on multiple platforms, and it's reasonably priced (in comparison to the rest of the series).
But after making it about a third through the game, it's time to move on to something else. Basically none of the eclectic gameplay loop, bombastic characters, approachable combat, Pokémon-esque collectability or stunning art direction I'd expect of a Persona title are present in any recognizable form here. And what is here just doesn't appeal to me enough to keep going.
Nocturne's plot is as vague as it is bleak, its characters as indistinct as they are irredeemable. Its environments consist of boring mazes of mostly grays, beiges and browns with frequent dead-ends, indistinguishable square rooms and copy-pasted NPCs with almost nothing to say. Its combat and mechanics are deep but cruelly designed… unless you download the free "merciful" DLC, which makes it all incredibly dull instead. Even the process of recruiting demons is completely opaque and frequently random.
I'm sure The Vortex World has its charms for Nocturne's many fans. But life's too short and my backlog's too large to spend any more of my free time there.
Still the gold standard for a JRPG many years on.
It's often punishingly cruel (looking at you, Matador and Hell Biker), but the cruelty always comes with a point — Matador is a tough lesson about (de)buffing and Focus, both of which are necessary skills for the entire rest of the game — and nothing's quite as satisfying as a tough Nocturne fight. There aren't a lot of other JRPGs — to this day, even — that require much in the way of thought to random encounters, but Nocturne makes tactics a necessity for nearly all of the game — it does drop off in difficulty late-game but that's true of most every SMT.
The game's characters are still fantastic as well — pretty much everyone save some of the Manikins is enjoyably mercurial at best and deeply cruel at the worst — very much appropriate for one of the best-designed apocalypses from any media. Yuko's failures of ambition, Chiaki's descent into abject cruelty, and Futomimi's arc — all of it is incredible stuff and striking to this day.
Aside from all that it's clear proof that a good sense of aesthetics can prevent a game from feeling dated — …
Still the gold standard for a JRPG many years on.
It's often punishingly cruel (looking at you, Matador and Hell Biker), but the cruelty always comes with a point — Matador is a tough lesson about (de)buffing and Focus, both of which are necessary skills for the entire rest of the game — and nothing's quite as satisfying as a tough Nocturne fight. There aren't a lot of other JRPGs — to this day, even — that require much in the way of thought to random encounters, but Nocturne makes tactics a necessity for nearly all of the game — it does drop off in difficulty late-game but that's true of most every SMT.
The game's characters are still fantastic as well — pretty much everyone save some of the Manikins is enjoyably mercurial at best and deeply cruel at the worst — very much appropriate for one of the best-designed apocalypses from any media. Yuko's failures of ambition, Chiaki's descent into abject cruelty, and Futomimi's arc — all of it is incredible stuff and striking to this day.
Aside from all that it's clear proof that a good sense of aesthetics can prevent a game from feeling dated — the game is stunning to look at despite being over 15 years old. Kazuma Kaneko's work on demon design is fantastic, and the environmental design is stellar across the board — even the caves (a traditional RPG design stumbling point) are well-designed — no small feat.
And hey, Dante's there.
I’ve been a Persona series fan for a while and I wanted to finally see for myself, what its predecessor looks like. At first SMT3 gave me a vibe similar vibe to the Persona games as I was expecting a game that would balance story and gameplay and the beginning of the game is the moment when the game focuses on introducing the player to the world. I was very surprised when storytelling became very sparse as soon as i left the hospital where the story begins.
Throughout the rest of the game, players are only told as much as it takes to know where to go next (and sometimes not even than that). When I got to the point where the game starts hinting directions we can take its world towards, I lost all interest in the story and wished there was an option for skipping whole cutscenes.
Despite my inability to resonate with the story, the game was interesting enough to keep me going. The dungeons were complex, fun and each one of them had its own character, so I didn’t get tired of them, even though it’s the only thing the game has to offer. Some of …
I’ve been a Persona series fan for a while and I wanted to finally see for myself, what its predecessor looks like. At first SMT3 gave me a vibe similar vibe to the Persona games as I was expecting a game that would balance story and gameplay and the beginning of the game is the moment when the game focuses on introducing the player to the world. I was very surprised when storytelling became very sparse as soon as i left the hospital where the story begins.
Throughout the rest of the game, players are only told as much as it takes to know where to go next (and sometimes not even than that). When I got to the point where the game starts hinting directions we can take its world towards, I lost all interest in the story and wished there was an option for skipping whole cutscenes.
Despite my inability to resonate with the story, the game was interesting enough to keep me going. The dungeons were complex, fun and each one of them had its own character, so I didn’t get tired of them, even though it’s the only thing the game has to offer. Some of them are a pain, if approached without a walkthrough, as the game’s favourite way to punish players is to force to get through locations visited earlier, which in turn triggers more random encounters.
Though random encounters may be annoying when backtracking, they are the main thing SMT3 has to offer. The battle system is easy to understand and complex at the same time. It rewards with more turns for hitting enemy’s weaknesses and cancels turns if attach is reflected or absorbed. This in turn encourages building the party and the protagonist in the way providing most advantages. Simple, yet brilliant!
Besides fighting, there’s also demon recruiting and fusing, which are a crucial tools for building a party and a system for builing the protagonist, which is similar to the way demons level, but offers dofferent paths, depending on obtained magatamas.
Even though I didn’t like the world, and at the end I couldn’t carr less about the story, I had amazing time while playing SMT3. The HD version could use some more quality of life improvements but nevertheless its a hell of a good RPG.
Another backlog title, really regret pushing through to finish this one - whole thing was miserable. Press Turn is a good combat system, but it can't hold a game up on its own, and there really is nothing else of worth here unless you like high random encounter rates, teleport mazes and dungeons where sometimes the walls glow.
SMT III: Nocturne on ankara, ajatuskiaherättävä ja hienolla tapaa erilainen roolipeli. Pelin tarina käsittelee maailman tuhoutumista ja uuden maailman muovaamista erilaisten filosofioiden mukaiseksi. Täysin vuoropohjainen taistelusysteemi rankaisee rajusti epäonnistumista ja palkitsee perehtymisestä ja mekaniikkojen opettelusta. Oma party muodostetaan kevyen Pokémon-tyylisesti hirviöitä keräämällä. Miljööt ja hahmodesignit ovat silmiinpistävät ja tyylikkäät. Soundtrack tarjoilee tuputtaen tunnelmaa ja erilaisia tyylejä. Kaikki ei kuitenkaan ole täysin ruusuista, sillä osa luolastoista on melkoisia kolosseja kooltaan ja satunnaistappeluiden määrä on aika älytön. Lisäksi tarinankerronnan väljyys ei todennäköisesti iske kaikkiin. HD Remasterissa myös musiikkien äänenlaatu ja ainakin Switch-version frameraten pudotukset ovat kylläkin harmillinen miinus, mutta eivät ne pelikokemukseen paljoakaan vaikuta. Väkevä suositus kuitenkin.
Mi è piaciuto assai giocare a Nocturne (con Raidou), ho perseguito il True Demon Ending, e devo dire che sono soddisfatto. Atmosfera cupa e opprimente, dove ogni incontro è pericoloso. Giocato a merciful, per poter grindare e evitare di bloccarmi ad ogni boss... la grafica nella remaster è molto pulita, anche se ho dovuto moddarlo per rimuovere il cap a 30 fps, e altri disturbi (come il minigioco nel labirinto di amala). musiche molto belle. gameplay della serie Megami Tensei con il press turn system. Concluso in circa 30 ore Molto consigliato Voto: 9/10
This game gives me CRAZY Killer 7 vibes. I kind of forget what I'm playing sometimes.
I went back to this in the past week, and man it saids something that i am enjoying this a lot by it gameplay. SMT is known for it game play a lot of the time, and if I am enjoying it. I beat
Been playing this here and there, and it’s pretty cool, but for whatever reasons I haven’t been feeling like going back to it. Similar thing happened with SMT IV, but with that one I just lost interest after a point, whereas with this one I’m still interested to see where it goes, but I just don’t feel like playing it since it’s sort of tiring. May return later.
This is the first of the mainline SMT games that I have beaten. I enjoyed the battle mechanics and it felt familiar to the persona series. the story was cool and I went true demon ending so that was fun to see. The story elements were hindered a bit for me by the map layout and sometimes lack of direction on what to do next. All in all it was a fun game and I'd recommend it.
I'm so confused about the capturing demons and combining them. I'm surprised at how much I have liked this story so far, but maybe I'm overthinking the demon fusion. I finally got to the first cathedral and they are showing the fuse abilities. There is no explanation of what to do or how I should do it.
Should I fuse my good main dudes?
Is there any downside to fusing?
Should I capture more demons? I've only been trying to get one of each.
Playing the remastered version now and the high encounter rate is taking so much enjoyment from this otherwise stellar game.
Classic JRPGs released for modern systems need to do exactly what M2 did with Phantasy Star - lower the encounter rates by extreme amounts and compensate with higher EXP and money gain. This not only improves the game experience for most titles, but it also drastically shortens game lengths by cutting out grind. I cannot think of a single existing JRPG where this would be a bad idea, as long as the original encounter rate is there as an option.
So question of the day - Why has this NOT become an industry standard yet?
Currently playing the remaster. First run on Hard mode and having a blast, I think I'm gonna go for a magic build and get the TDE first since it has the most content. Planning to get the platinum
This, to my memory, currently holds the distinction of being the only game I started a new playthrough of like a day after beating it for the first time. I don't think I've ever actually enjoyed the actual game mechanics of a turn-based RPG before this one either.
Also this status also serves as my 1-star review for the 20 stage Puzzle Boy minigame for 190 IQ mentat brains which takes four hours to beat that you have to do fully in one go or else start from the beginning and which is necessary to do for one of the Magatamas.

WHAT WERE THEY THINKING???????????????????????
Going to this game from Persona 5 (which I haven't finished yet) is funny as hell because in Persona you have loads of people laying their shit straight bare to you because you're such a great listener and such a great friend or whatever, and then the same thing sort of happens in Nocturne except it's your deranged ultra-rich classmate who does not own a single non-denim article of clothing opening up to you about how she wants to eradicate all weak people from existence and your tatted character roided out on magic slugs clearly does not give an ounce of a fuck about anything because he woke up in a hospital with a horn sticking out of the back of his neck and has just spend the last 20 hours punching demons nonstop with his bare hands. If I finish this game it's definitely going to be one of my favourites ever. <3 u skeleton monk
I'm 12 hours into SMT 3 and oh boyyyy am I loving it! been a while since a game engrossed me so much! i guess i really like games that stress me out and where the world you inhabit is absolutely shitty and oppressive?? maybe that is cathartic for me because i live in brazil????
anyway i like how the oppressiveness translate into the game's mechanics IE the battles are hard as shit (but just hard enough so you will die once and then have it pretty much figured out what you have to do next. that owns).
as for the remaster, I really don't care about the very occasional fps chuckle. i find the compressed 3x4 cutscenes charming because i like old and crusty stuff. i also sincerely dig the lofi aspect of the compressed audio during battles. sounds like a hardcore punk tape you bought at a sweaty venue after a concert
Fell down a rabbithole and spent the last week/week and a half playing through the game. But i did it, i killed my friends, God, and the very fabric of what constitutes time itself, and also in the time it took me to grind out levels i watched a whole playthrough of Tony Hawk's Underground.
I owned this shortly after it came out. I was a dumb asshole kid and was like "THIS GAME TOO HARD" and I sold it back to GameStop. UUUGGGHHHH. It's worth a lot now! I've done that to too many games.