Shin megami tensei nocturne true demon ending a relationship

You have to play nine other Shin Megami Tensei games before you even Shin Megami Tensei has evolved itself immensely, leaving behind its an adult ( some might say it's the rare video game made truly for adults). In Shin Megami Tensei: Nocturne, you play as a teenager-turned-Demi-fiend, which. Fierce Battle foreshadowing the True Demon Ending of SMT Nocturne. In this specific context, Satan could mean the Devil or the Enemy. Persona, also known as Shin Megami Tensei: Persona, is a video game franchise developed . Set shortly after the ending of Innocent Sin, the story follows Maya Amano, a supporting .. After the successful release of Nocturne, the "Shin Megami Tensei" moniker was added to the series title to help with Western marketing.

Only by breaking out of the established paradigm can the player effect lasting change the path of conquest. In place of a new world emerges Lucifer and his army of demons a new power of darknessready to overthrow YHVH's order and end the process of world metemphychosis for good heaping death upon death. Dire Consequences True Demon Ending is usually understood as a fun and rebellious alignment where the player sides with the devil to punch god in the face.

On my reading, the TDE is a dangerous choice that shares the White ending's heavy existential implications. YHVH's world order has a lot going for it, not the least of which is permanence. Metempsychosis saves worlds from eternal death.

A Thematic Analysis of Shin Megami Tensei: Nocturne

Individuals may also be spared, as we find souls lingering around the Vortex. But there are downsides. Every decision anyone makes is ultimately undone. Only a few individuals are given a chance at true, world-defining freedom and expression. Lucifer's opposition to the process of Conception makes sense; in many ways his alternative is truly chaotic. Any individual can bring about meaningful changes in the world, not merely those who become champions of Reasons in the Vortex. The decisions people make are not reset, so the consequences of choice really matter.

Freedom from metempsychosis does not preclude the possibility of eternity, but continued existence must be earned, as worlds will rise and fall on the behaviors of its occupants. If this is the arrangement Lucifer wants, he truly is heaping "death upon death. You become the murderer's accomplice and destroy incriminating evidence. It also adds an extra epilogue if you achieve the true ending and complete a certain bonus dungeon. Persona 5 has two Non-Standard Game Oversone of which has multiple variations depending on when you get it, one genuine bad ending, and the true ending.

Non-Standard Game Over 1: You fail to complete a Palace within the deadline. All variations of this ending except Shido's result in the Protagonist violating his probation and being arrested; in the present day, Sae gives him some time to metabolize the drugs given to him by the police, at which point a mysterious man Goro Akechi blows his brains out and makes his death look like a suicide.

You, Ryuji, and Mishima are expelled, leaving Ann to be the next target of Kamoshida's lust. Yusuke remains trapped in an abusive relationship with a serial plagarist. Makoto is discovered in an "illegal services shop", full of drugs and deliriously rambling your name. Someone tips the police off that you're the leader of the Phantom Thieves and Sojiro is arrested along with you as an accomplice. Haru is forced into an arranged marriage with a smug jackass.

Someone tips the police off that you're the leader of the Phantom Thieves. Akechi discovers your faked death and arrests you, declaring the game to be over. Non-Standard Game Over 2: After the interrogation, you sell out your friends; you forget to convince Sae to draw Akechi into the Metaverse, allowing Akechi to murder you as above.

Shin Megami Tensei / Multiple Endings - TV Tropes

You cut a deal with Yaldabaoth, leaving him to his own devices in exchange for being allowed to continue being the Phantom Thieves. The Thieves succumb to the desire to abuse their powers, turning Tokyo into their own private police state. You tell Yaldabaoth to go jump in a lake, tear your way through his lair, and blow his brains out with the combined desire for freedom of all of humanity. Afterwards, the protagonist turns himself in to testify against Shido, spends a month and a half in jail, and finally gets acquitted of his original assault charge.

After a month of ordinary life, the protagonist and his friends set out to return to his hometown. Devil Survivor has five main endings, most of which hinge on what the player decides how to handle the threat of demons, and who to align with. Humanity is free but is constantly under threat of annihilation. You become the world's messiah by joining Amane, and have the Demons serve God, and kill anyone who opposes your system.

Humanity is preserved but all freedom is taken away.

Persona (series) - Wikipedia

Neutral Song of Hope: You send ALL demons back to where they came from with Haru's song, giving up the power of Bel but freeing humanity from supernatural threats forever. This is the most difficult ending to acquire and survive, through. You manage to control all of the demons with the Server with Atsuro's hacking, causing a new technological revolution that turns Japan into a superpower.

Bad And the one you can get by default: You run away by listening to Yuzu's poor advice, and by doing so get the whole world killed. And the only angels that could have stopped this were killed by your own hands.

You escape on day 6, and angels descend and remove free will. The Overclocked remake adds an extra day to three of these endings, allowing for a more detailed ending which, against SMT tradition, are pretty much positive. You refuse to kill any humans as you drive out the angels, sending them back to heaven after defeating Metatron. You then head to the demon world alone to raise an army against God. You cut down everyone who stands in your way and drive the angels out. Before raising your army against God, you use your demons to subjugate humanity to become the ruler of two worlds.

In the process, you lose all your friends except for Naoya, Kaido, and a corrupted and broken Atsuro. You start enforcing the will of God, and in the process can prove to God that even people He or his angels declares irredeemable can actually be redeemed.

You escape from the lockdown, finding out that your families have been captured by the government, and angels are starting to try and assert control over mankind.

Wanting to fix everything, you head back into the lockdown, where you defeat Belberith to potentially stop the influx of demons, and optionally help the Devas restore the barrier between the human and demon worlds. You essentially spend the rest of your life helping fix the mess.

Its inhabitants, led by an enigmatic old man called Igor, aid the main characters by helping them hone their Persona abilities. While normally inaccessible and invisible to all except those who forged a contract with the room, others can be summoned alongside the guest, intentionally or otherwise.

This motif was more overtly expressed in Persona 5 through the main casts' use of masks in their thief guises. Persona 2 focuses on the effect of rumors on the fabric of reality referred to by the developers as "the power of Kotodama " ; Persona 3 employs themes involving depression and the darkness within people; Persona 4 focuses on how gossip and the media influences people's views of others; and Persona 5 shows how the main characters pursue personal freedom in a restrictive modern society.

It ties in with the series' themes, and also with Philemon's frequent appearances as a butterfly. Lovecraft 's Cthulhu Mythosand the Mythos as a whole is frequently referenced in Persona 2. As the high school setting of If In their view, this approach helped players accept the series' themes and the variety of ideas included in each title. Kaneko in particular tried to recreate his experiences and the impact it had on him during his time with the series.

The abundance of casual games on the PlayStation reinforced this decision. During the writing of Innocent Sin, it was decided that the world of Persona 2 needed a different perspective than that of the current protagonist. This decision laid the groundwork for Eternal Punishment. Gaining Atlus' approval of the concept, development started in the same year, after the completion of Nocturne and the Digital Devil Saga duology.

The team decided to shift towards more challenging story themes, saying that the shift would be more drastic than that experienced with Persona 3. The team was later renamed P-Studio in Citing quality concerns, Atlus later took over full development of the game. It was created by Shigenori Soejima, whose work has become strongly linked with the Persona series. In Persona and Innocent Sin, the main characters all wore the same school uniforms, so Kaneko differentiated them using accessories.

Eventually, he adopted the concept of ordinary adults, and gave them designs that would stand out in-game. If his designs come too close to the people he has seen, he does a rough sketch while keeping the personality of the person in mind. A crucial part of his design technique was looking at what made a character stand out, then adjusting those features so they remained recognizable even with the redesign.

It is one of the first artistic decisions made by the team: Persona 3 has a dark atmosphere and serious characters, so the primary color was chosen as blue to reflect these and the urban setting. In contrast, Persona 4 has a lighter tone and characters but also sports a murder-mystery plot, so the color yellow was chosen to represent both the lighter tones and to evoke a "warning" signal.

Its art style was described as a natural evolution from where Persona 4 left off. The one most associated with the series is Shoji Megurowho began working on Persona shortly after he joined Atlus in His very first composition for the game was "Aria of the Soul", the theme for the velvet room that became a recurring track throughout the series. His main worry for his music in Persona 3 and 4 was the singers' pronunciation of the English lyrics. Tsuchiya had originally done minor work on Persona, and found composing for the games a strenuous experience.

As examples of this content were in a milder form for Persona, the restrictions did not apply.