Shin Megami Tensei / Multiple Endings - TV Tropes
Shin Megami Tensei Nocturne has 5 endings selected upon your actions before If you completed the Amala Labrynth and became a full demon, then you'll be depending on when you get it, one genuine bad ending, and the true ending. Madarame Variant: Yusuke remains trapped in an abusive relationship with a. Through the tradition of Shin Megami Tensei series, the Demi-fiend is a silent The Demi-fiend (人修羅) is the protagonist of Shin Megami Tensei III: Nocturne. .. The prerequisites of unlocking the Demon Path ending requires the . The ' True Demon' Path ends with the Demi-fiend killing Kagutsuchi, freeing all the worlds. 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.
This is followed by the events of Innocent Sin and Eternal Punishment in At the end of Innocent Sin, the main characters rewrite events to avert the destruction of Earth, creating the Eternal Punishment reality, with the original reality becoming an isolated Other Side.
Persona 3 and subsequent titles stem from Eternal Punishment. Her body was damaged by the impact and became the moon, while her psyche was left on the surface and locked away at the heart of the collective unconscious. The fragments of Nyx's psyche, known as "Shadows", are both a threat and a crucial part of humanity's existence. To further help defend against hostile Shadows, people generated the deities that exist within the collective unconscious, many of which manifest as Personas.
Nyx appears in Persona 3 as the antagonist. 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 titles a strenuous experience. As examples of this content were in a milder form for Persona, the restrictions did not apply.
A Thematic Analysis of Shin Megami Tensei: Nocturne
This trend was broken with the release of Persona Q for the 3DS in This frequently results in a gap between North American and European release dates ranging from a few months to a year or more. It was speculated that this could lead to a new trend that would shorten the release gap between North America and Europe. As part of their statement, NIS America said that Atlus had become "very picky" about European partners, selecting those which could offer the highest minimal sales guarantee on their products.
An entire alternate main quest was also removed. The localization for Persona was completely redone, reverting all the previous altered content and restoring all previously cut content. As a general rule, they incorporate cultural elements from the original versions unless they would not be understood by the player, such as with certain jokes. In one instance, the character Mitsuru Kirijo was originally an English speaker, but her second language for the localized version was changed to French due to her cultured appearance.
School tests also needed to be changed due to similar language-based issues. After that, you'll need to fight a new final boss after the original one. In the end, the Vortex World and reality as we know it is destroyed as part of Lucifer's master plan in his war against God.
In Shin Megami Tensei if Strange Journey has your typical Law, Neutral, and Chaos ending, depending on the MC's alignment and alignment-changing dialogue choices. The alignment lock happens shortly after starting Sector Horologium, and the devoutly lawful or chaotic do not even get the opportunity to go through the dialogue tree that can nudge them towards a neutral ending.
The Redux Updated Re-release adds an alternate ending for each route, and the option to access them depends on whether you've completed the Womb of Grief before you hit the depths of Sector Horologium. Failing to do so, or doing so but declining to help Alex, locks you to the game's original endings.
Shin Megami Tensei IV also has a Law, Neutral, and Chaos ending in addition to a fourth ending unlocked by making a certain choice near the end of the game, the White ending, in which you destroy the entire universe to free everyone from the machinations of Law and Chaos. Its first three endings are decided based on a series of choices that were presented to you throughout the course of the game.
Shin Megami Tensei IV: Apocalypse deviates from the usual trend. Its full endings are differing sides of Neutral, termed Bonds and Massacre. Unlike IV, the hidden "karma" meter doesn't determine which ending you get; the decision is based on one or two critical dialogue choices, however if your dialogue choices throughout the game overall don't match up with the route you decide to pick, you may lose all of your demons or all of your items. The original Persona has four endings: Which ending you get depends on whether or not you answer certain questions correctly.
Get any of said questions wrong, and you get a bad ending at the moment of the revelation.
Get them all right, and the game continues to the final boss and Good Ending. The only way to get the bad ending is to try to proceed past a certain point in the game without having enough of the mirror shards picked up throughout the game. Since most players would most likely try to get all the mirror shards, this can be difficult.
Naturally, the good ending happens if you do get enough mirror shards. Persona 3 forces the player to make a difficult choice: Ryoji offers to let you kill him, saying that if you do this before midnight on New Year's Eve, your memories of the impending apocalypse will be erased and you can live out what little time you have left free from the painful burden of knowing the end of humanity is coming.
If you choose to kill him, your characters get to live three months as ordinary high school students without a care in the world.
The final shot is of you happily and unknowingly singing karaoke with friends, a split second before Nyx wipes out all life on Earth. Choose not to kill him, and the game continues on into January, leading up to an eventual confrontation between your party and Nyx.
If you choose not to kill Ryoji, the game will continue for a while longer. Persona 4 's multiple endings were designed, clearly, by a true sadist, and operate like peeling the layers off of an onion: First you get the standard-type moral choice you get in most multiple endings. Get revenge by murdering the murderer, or hand him over to the police, knowing he won't be convicted.
The best choice is to stall for time, because he's not actually the murderer. The third bad ending can be avoided only if you can guess the true murderer in three tries, with very little evidence. The second-best ending then tries its damndest to convince you that it's actually the best ending possible. Only a series of totally counterintuitive actions will lead you to the true puppetmaster, the true final battle, and the real best ending. The remake adds another ending that is one huge What the Hell, Player?
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. Futaba commits suicide, 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. 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.
A Thematic Analysis of Shin Megami Tensei: Nocturne | Jarin Jove's Blog
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.
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: