Thursday, September 4, 2008

SMT- NOCTURNE (HARD MODE): Demonology 102

I have talked a lot already about what demons in the game do and how they are arranged in relationship to one another but there are a few other points to cover. I wouldn't normally get so deep into mechanics if I wasn't convinced at this point that they are integral to the game's deeper messages. How these cogs and gears turn in the Vortex World (this is the clinical term) is a statement unto themselves. I actually have some trouble thinking of other games where these connections are so clear. I mean, did anyone think the 'materia' system in FF7 really meant anything to the game other than, "We at Square have a cool new word to use when talking about magic!" FF7 is a great game, but like many others the systems involved aren't part of the story. It gets worse when characters in the game's cut scenes use skills or spells in ways impossible to do in the actual player-controlled part of the game. That's not breaking the fourth wall, but a fifth wall or something.

Now returning to the subject, the trait that is most important to demons is clearly their skills. Skills are the building blocks of the combat system and ignoring their role will most likely land you in swirly angel land very quickly. Each demon starts with two or three skills when you first get them, and as they level and get stronger they learn new skills. These skills are predetermined by the demons type and are granted when they become the appropriate level for that particular skill. To get an idea of how important these skills are, think of the lowly Foul Will-o-Wisp that I spoke of in an earlier post. He had a skill called zan, which is a magic attack with good damage and low mp consumption. It was a bit better than his normal physical attack so it saw lots of use. Then upon reaching a certain level he learned mazan, which is the same skill except it hits every enemy on the opposing side. Between mazan and his high agility score, he could go first in nearly every combat and damage the whole opposing team before things even started for them. This made encounters with serious baddies far more survivable, and allowed me to explore parts of the map I had only rushed though before. With the skill mazan the Will-o-Wisp went from regular party member to the center of the offense.

Sometimes you capture a demon out there and you may not be so in love with their current skills, but the skills you see coming up for them are so great you put up with having a dud on the front line so this demon can level up and get the skill you're waiting for. On the status screen you can actually see the next skill that they will learn, though many times you wont know what it does exactly having never actually seen it in the wild. Nonetheless it's hard to pass on something called "Dark Might". That is another skill where it's inclusion in a party changes the landscape so dramatically it can reverse the outcome of boss battles. It is a little unfortunate that the demons in certain ways become backgrounds for the skills they possess, but this is probably to make sure that these demons keep changing and morphing into new forms.

How this happens is a two pronged facet of the game and one of my favs overall. In most major areas of the game is a central location with shops, warp points, healers and a place called the Cathedral of Shadows. A nice place, if you like swirling mist, giant concrete pillars and freaky ZZ-Top looking dudes dressed in purple robes. Upon entering this interesting locale for the first time, the 'Minister' informs you that he is there to aid you specifically. Now he is clearly there to aid the player, none of the shops in any of the other games ever made seem to get other customers than the player, but at least he acknowledges this fact.

The Cathedral is where you can take two demons that you have in your party and turn them into another demon of greater strength (most of the time anyway). The two demons chosen to be "Fused" are put at the top of the pillars where they disintegrate and combine into the new demon in a dramatic cut scene. It is possible from what I hear to have accidents occur during the fusing process where what you get is something totally unexpected, but I haven't seen that yet. Also you can sacrifice a third demon at the same time during regular game events and that will make the resulting demon even stronger. This will add levels and new skills to the resulting demon, but you have to be careful when doing this as their skill sets can change dramatically reflecting the skills of the sacrifice more often than not. I figure this is for when you have two powerful demons with skills you don't want, just throw in another demon with skills you like and you get a powerful and useful demon out of it. It's an expensive option however as the only demons that make good sacrifices are the ones that you have leveled many times through battle.

This fusing system is set alongside a more common idea of evolution. Certain demons have multiple forms and leveling them to the point where they have learned all the skills that are possible for them to learn will allow them to evolve into a higher form. This is something players should concentrate on because these evolved demons are powerful and usually come with two or more really great skills right out of the box. They also tend to jump up many levels, even more than you would normally be allowed to control, so there is a serious bonus there. The one thing here that is a bit confounding is that when they evolve they tend to remain in a similar shape but their clan affiliation can change. One would think that they would stay within the family as it is essentially the same demon. For example the demon Beast Inugami evolves into Avatar Makami. They look very similar but yet are of different clans. It's the same demon too clearly as it possesses many of the same skills right where you left them on the non-evolved form. However this does help to counteract the high turnover that seems to plague the front line of the average party.

That leads me to why I think things are set up in this fashion. As this game starts to unfold I am starting to see the over arching concept. Demons are at the center of everything, a seemingly easy spackle to the game being both friend and foe, but they are also a metaphor. The story puts you into what is essentially a half-baked world, and the idea is that you may or may not have the power somehow to decide what comes out of it. The game calls it "Reason". Whatever your Reason is this is what becomes of the Vortex World. It looks like everyone who survived the destruction has a chance at what comes next, and the one with the strongest Reason is the one who wins.

The demons are the living embodiment of that violent change. Not only are they constantly learning and evolving, they become building blocks for other demons as easily as walking into a shop. You decide who continues to exist and who is ground up for parts. There are allusions to machinery and fate and the inevitability of pain and destruction, all of it pointing to the fact that the new world is a giant crucible. And for all it's power, vastness and variety, it too in the end is only to be ground up into parts for some yet larger construction. As above, so below.

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