Tag Archives: Devil Summoner Overclocked

Five more games I almost beat, but then walked away from

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Over at SlickGaming, every Sunday or so, Jason Jasicki lists the games he acquired across the week, whether they were provided to him for review purposes or he hit up a yard sale or–and more power to him–he ventured into GameStop during a “buy-2-get-1-free” promotional event and dropped some loose change on the counter. I’m not as deep into collecting as he is–though I still want to have every Suikoden title out there, even if I can’t play them–but it’s interesting to see what he picks up, for how much, and whether or not he’s actually interested in playing these games.

That said, his recent excursions landed him a copy of Dragon Quest Heroes: Rocket Slime, a game which I got to the very last tank fight, but couldn’t beat–and haven’t gone back to since. Shame on me. That got me thinking about other games I got about 95% through before throwing in the towel. Now, for the die-hard of Grinding Down readers, you’ll most likely remember that I already touched on this topic, focusing on six PS2 titles that never got their respective credits to roll: Dark Cloud 2, Suikoden V, God of War, The Mark of Kri, Ratchet & Clank, and Dragon Quest VIII: Journey of the Cursed King. I wrote that post two years ago in October 2012, and here’s a surprising update–I’ve still not beaten any of ’em. Though I did make an attempt to get back into DQVIII, but it was short-lived.

Well, let’s see what else I can find in my collection that I nearly played to completion but, for some reason or another, walked away from. Dangerously, I might have to even load up a few of these to refresh my memory. On to the list!

Dragon Quest Heroes: Rocket Slime

All right. Just loaded up this DS cart on my 3DS for the first time in a very long time. Seems like I’ve rescued 90 slimes (out of 100), and my save slot says I’ve played Dragon Quest Heroes: Rocket Slime for 12 hours and 57 minutes (also of note: 0 multiplayer wins). I’m definitely at the last level of the game, also known as the Flying Clawtress, but I don’t know if it is actually the last tank battle or not as I previously suspected. I’ve wandered around the town map for a bit to get a feel again for the main slime’s powers and relearn the lay of the land. Maybe later I’ll see just how much more work I need to do to save the rest of the slimes and take down the final tank(s). That jaunty, head-boppin’ Boingburg town music already has a strong hold of my heart again.

The Legend of Zelda: Phantom Hourglass

Out comes Dragon Quest Heroes: Rocket Slime, in goes The Legend of Zelda: Phantom Hourglass. My 3DS is very confused. Looking at my save slot, there’s no logged time, and I truly don’t recall that last time I drew a line across the ocean and had Link sailing to and fro. Here’s what I can tell you: I have 11 hearts, three butterfly thingies (red, blue, and yellow), and three gemstones (red, blue, and green), though it looks like there is room for a fourth. I’m on some island, and I suspect I need to head back to wherever that one main ever-expanding singular dungeon is and see how far down it goes. Brace yourselves: I’m glancing at an online walkthrough. Ahh…yeah. Nothing even looks a sliver familiar, so I really don’t know where I am at this point. Maybe not 95%, more like 75% complete. Heck, I could just forget about the story and focus entirely on getting every single fish in the ocean…

Banjo Kazooie: Nuts & Bolts

According to my Achievements list, I have 31 of 60 unlocked for Banjo Kazooie: Nuts & Bolts. It’s a bit difficult to tell, but it looks like I maybe only have a handful left related to story stuff, like defeating that mean ol’ witch and collecting a bunch more Jiggies. Jiggles? Er, I don’t remember. I think the problem I ran into was struggling to be creative enough with my vehicle creations and lacking the parts to do anything considerably cool, as well as some of the level design just being frustrating, especially when you are trying to ascend vertically. I know I did complete the game within the game, which was some strange auto-scrolling runner amusingly called Hero Klungo Sssavesss Teh World.

Shin Megami Tensei: Devil Summoner Overclocked

If you’ll recall, I sucked so horribly at this SJRPG that I hit the “Early Bad Ending” and put the blasted thing aside, eventually forgetting about it altogether, especially once Shin Megami Tensei IV entered my collection. Which is a major bummer, because I really enjoyed Devil Summoner Overclocked‘s story and characters, even if every other word out of their mouths is “demons” or “government.” If I’m going to successfully get past this one fight where you need to battle demons and angels and attack the humans to break their COMPs, but then also protect them from the previously mentioned angels and demons, with no civilians dying…I’m going to need help. Mega help. And by that, I might not to watch someone else play it on YouTube and try to mimic their every move. Yeah, I’m not happy with this.

Final Fantasy VIII

Yup, digging deep on this one. Back to the PS1 days and my PSM sticker-covered console that sat proudly on my bedroom’s floor. I have never beaten Final Fantasy VIII, and given that one of the game’s discs is missing from its jewel case, I most likely never will. That’s okay. It definitely is not one of my more favorite Final Fantasy titles, though I did find something strangely interesting with the Junction system. Plus, this is where Triple Triad got its start, but was better refined in Final Fantasy IX. Anyways, I do remember hitting the end-game area, back when I had the disc still, but–and no, I’m not looking this up to confirm–you had to split your group into two teams to progress, and one group of characters was much higher in levels and gear than the other. I was not prepared for such a scenario and walked away from it entirely. Oh well.

Well, that’s all I got for now. Whew. Between this list and that other one with the six unfinished PS2 games on it, I have plenty in the backlog waiting to be polished off. Waiting and wishing and wanting. That is if I ever make a dang effort to do so. We’ll see. My gaming habits are constantly in flux, and I just end up playing what I want, when I want, and for how long I want. If something goes unfinished or untouched for a good while, perhaps that’s how it was meant to be. Yeah, yeah, I see you, Game of Thrones, eye-balling me from across the room. I see you.

Tell me, dear readers. What games in your collection hover right on the edge of completion? And why did you stop playing?

 

Dead Rising 2 should not have returned from the grave

Dead Rising 2 game final thoughts

There are some games I loathe from the very beginning, but a terrible, masochistic part of my brain keeps me playing, as I have to see them through to the end, hopeful that there is maybe still some aspect or single element I haven’t seen yet that can be called enjoyable or mildly so and see the whole experience retrofitted just a wee bit. Here, let me name a few: Shin Megami Tensei: Devil Summoner Overclocked, Mafia II, and Game of Thrones: The Game. They all have their problems, but I kept playing them save for Cyanide’s take on Westeros, blind with false hope. Well, I think we can also now officially add Dead Rising 2 to this selective category.

In Dead Rising 2, you play as Chuck Greene, a former motocross champion now housing it up in the fictional casino town of Fortune City, Nevada. He is an active member of Terror Is Reality, a controversial game show where contestants kill zombies for money and fame. Chuck only does this because he needs the prize money to buy Zombrex, which is a daily medication that magically suppresses the zombification process, for his bitten daughter Katey. However, while backstage after the show, Terror Is Reality’s supply of disposable zombies is released, creating havoc and panic and bringing everything good to a shambling halt. Chuck is able to rescue his daughter and reach an emergency shelter, but has to keep her supplied with Zombrex until the military arrives in three days.

That’s the story setup, and from there you can explore Fortune City at, more or less, your leisure. So long as you don’t suffer too many zombie bites, of course. Main missions and side missions are constantly available, but some won’t begin until a specific time and others only last so long before you lose out on whatever prize they offer. Basically, you have to choose what you can do in the time that you have, and I found myself, after restarting the story twice due to boss fight difficulties, skipping all the side missions and just grinding out PP from zombies near the safehouse until a main story mission began. By the end of the game, I had only killed five Psychopaths and rescued 12 survivors, which is just a drop in the bucket for both of those optional endeavors. I only fought a Psychopath or saved someone if the description mentioned Zombrex. When not killing zombies, you can also look around for items to make combo weapons and mixed drinks to further help you kill zombies later, which is both fun and frustrating, especially when some items are terribly huge and have to be carried all the way back to a maintenance room, which is across a sea of biters. I stuck with a few staples over the course of the game, namely spiked baseball bat, the Defiler, and whatever it is called when you mix MMA gloves and a box of nails.

Other than smacking a zombie in the face with a spiked baseball bat or running over a horde of them with a mobile trash bin, I did not enjoy much of anything that Dead Rising 2 had to offer. Chuck purposely moves slow and clunky, especially if you try to jump and then keep moving. His speed increases and additional melee moves are unlocked as you level up, but it’s a slow and seemingly random process, as by level 26 I still was missing a lot of abilities that would have made running around more convenient and a bit easier. You can only save at bathrooms, which are not surprisingly everywhere you turn, so I found myself constantly losing a lot of progress if Chuck accidentally bought the farm. Can’t set waypoints on the map. Weapons break after some time, and I understand why that has to be, but man do I not enjoy it, especially after it took so long to find the right pieces and construct it. Wearing goofy clothes is okay and thankfully completely cosmetic, and I do appreciate that Chuck has them still on in all cutscenes, but Dead Rising 2 is a very goofy game with batshit crazy side quests and zany survivor-saving missions, but then also a main storyline that really does want to be taken dead serious, with its twists and turns and real-life drama of a child potentially being turned into a monster and a man being wrongly framed. It’s all very conflicting.

That previously mentioned masochistic part of my brain wants to load up my last Dead Rising 2 save, which is right before what I thought was the final boss fight, and see if I can get the other ending, but I know it won’t enhance my experience any more. Hmm. In fact, after reading a bit about it, seems like quite a bother, and for what, a silly Achievement. Meh, no thanks. However, I’m pretty close to crossing the 5,000 mark for killed zombies, so maybe I’ll put on a favorite podcast and go out swinging.

Vaike, the first of many permanent deaths in Fire Emblem: Awakening

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Shortly before heading off to MegaCon, I found a retail copy of Fire Emblem: Awakening. That may sound like a rather simple statement, but this 3DS game quickly became rare after dropping in early February in sort of the same fashion as Radiant Historia, with only so many copies shipped to individual retailers. The three GameStops I visited did not have any in stock, nor did the local Target or Best Buy. At last, I found it behind protective glass walls at Walmart. So, y’know, always.

Regardless, I’m glad I got a copy before they all poofed and disappeared, though sadly that’s probably the main reason I purchased Awakening. Not because I have a love for all things SRPG or even any deep experience with the franchise, but because it’s a game that will soon be hard to find, and I’d rather get it now then not and moan and groan later over how difficult it is to obtain, just like I did for Suikoden III and Katamari Damacy for many years. Yes, I’ve become quite a neurotic collector over the past few years, and I’d rather have than have not.

As evident from my bipolar time with Shin Megami Tensei: Devil Summoner Overclocked, I’m not very good at strategy-based RPGs. I don’t really understand why that is, as I’d like to think myself pretty decent at action RPGs and just fine with regular RPGs, knowing how to level and equip better armor and grind for XP before the next boss fight. But as soon as I’m tossed onto a grid-like battlefield with a number of units to control, I fall apart. Maybe there’s too much info to absorb and understand, and from what I’ve seen so far of Awakening, there is a lot of data to grok.

Where to begin? Well, I guess with the plot: Chrom, the prince of the Halidom of Ylisse, and his companions, must join together during a turbulent era. The neighboring nation of Plegia has been acting suspiciously as of late, and in response Chrom commands a band of soldiers–called the Shepherds–to keep his country at peace. He encounters an unholy force called the Risen plaguing the lands and a masked swordsman claiming to be Marth, the Hero-King of legend. You end up controlling a character with amnesia who joins the Shepherds by chance. It’s kind of both typical medieval fantasy fare and non-typicalness, with hints of time travel. I’ve only gotten up to the start of Chapter 4, so that’s all I know currently.

And yes, I’m playing Awakening on Normal difficulty…in Classic mode. That means dealing with the permanent death aspect the franchise is known for. When a character’s health is depleted, that’s it–they are dead. No amount of Phoenix Down feathers could possibly bring them back. So you best be prepared for each and every battle, for every minute change to the enemy’s tactics, for every possible scenario and decision. Matt Mason over at Obtain Potion has some strong thoughts on defending casual mode, and I agree that people playing Awakening on Classic, but reloading a save after losing a beloved squad member are doing it wrong. If you care that much, switch to Casual and go about your adventuring, knowing every one is safe and sound in their big boy/girl beds after each battle.

For me, I’m embracing perma-death fully and plan to make it a point to share each and every loss I suffer here on Grinding Down, no matter how grand or small. I’m not trying to play the game as best as possible, following a guide and keeping all the best characters alive and paired perfectly. This is war, and war never changes. There will be deaths, and many more to come, knowing my skills. First up, however, is Vaike, an axe-wielding soldier with fun hair, which is a shame, as he seemed like quite a funny guy. But as quickly as he was introduced in Chapter 3, he was chopped to bits by enemy soldiers. My fault for not paying attention to weapon types.

I played a little more into Chapter 4 last night, losing Sully and Lissa, but also then having my own character die, which brings up the GAME OVER screen. So I kind of get a mulligan on that one, and hope that I can mix up my strategy better to keep everyone, including myself, up and moving. But if I can’t, well…them’s the breaks.

If you have any Awakening tips, please, please share them here. I still don’t understand a lot of it, and only just opened up all the Wireless functionality, which seems to offer side quest maps, new items, other teams to use, and so on. Also noticed that you can forge new items in shops. Oh boy.

Stuck fast in the puzzle mire that is Paper Mario: Sticker Star

paper mario SleepingWiggler

What is wrong with me? I’ve traded out one extremely challenging game for the time being–Shin Megami Tensei: Devil Summoner Overclocked–for another. Namely Paper Mario: Sticker Star. Though those two games differ quite dramatically in what makes them challenging: one demands a clearly strategic mindframe that needs precise execution to equal success, and the other asks you to know things you probably couldn’t ever know unless you looked them up in an online walkthrough. Like I did last night. To find the third Wiggler segment, so that I could keep playing. Whatever.

Originally, I purchased Sticker Star the same time I got Professor Layton and the Miracle Mask, with Epic Mickey: Power of Illusion following shortly thereafter. That was both a great and troubling time for my Nintendo 3DS, as it meant I had to pick something to play and stick with it lest I fall down the rabbit hole of dabbling in everything, but getting nowhere. At this point, I’ve now completed Professor Layton and the Miracle Mask (yay!) and Epic Mickey: Power of Illusion (boo!), but that didn’t mean I jumped back into our paper-thin Mario’s latest adventure. No, instead, I journeyed through Pokemon White 2 and then made the, as readers know, futileness attempt to get further in Devil Summoner Overclocked. But since that last game has broken my spirit a bit, I’m now back to peeling stickers off walls and filling out the museum like an addict.

Despite my save slot showing that I have logged around eight or so hours, I am not very far in Sticker Star. I’ve opened up the forest world on the left and the desert world to the right, but only have one collected jeweled crown in my book. As well as one piece of “scrap” and three pages of random items, like a lighter, boom box, and giant fan. I’m unsure of how to progress further in the desert-themed levels, especially how to get to the alternate exit in one specific level, and so instead of just spinning my wheels there I popped over to the forest world to see what still needed to be done. Seems like that adorable Wiggler is still missing two segments to his body, and one of them is located in the Bafflewood level, which riffs heavily on Zelda‘s recurring Lost Woods; it’s a giant maze, one that is endless unless you know the right path to take, which you can highlight by place stickers next to specific path exits. I already beat this level, having marked the true path, but no matter how many times I went through it or tried a different way to move here or there, I could not locate the Wiggler’s body segment. For the previous two segments, you could always spy them hiding in the open. Boo, wah.

And so I was forced to look up an online walkthrough, which told me that to locate the Wiggler’s third body segment you have to first go right, then left, then right, and then right once more. Not sure how I was ever in the world to know that, unless a Toad said something I missed. If I did miss some key dialogue, then sure, my fault. I came back to a videogame I haven’t played in a few months and acted a fool. I also had the sound lowered as Tara was watching her new Netflix obsession Monarch of the Glen, which means I might have bypassed some audio clues. However, if not, that kind of puzzle solution is just obtuse. There are no clues, no nudges in that direction; the entire time you explore the Bafflewood, any exit that is not the true exit drops you back to the beginning, and so you are taught early on to follow a single path. This puzzle breaks that mentality, but doesn’t tell you. Just assumes you’ll do it eventually.

Anyways, after all that Wiggler-rebuilding (the fourth and final segment was easy enough to find and rescue), I was able to get up to the third world’s boss, which is a large, poison-filled squid with something like 300 HP, only to have Mario’s butt kicked swiftly and efficiently. The squid’s poison attack not only weakens Mario, but also obstructs the screen, kind of like it did in Mario Kart DS, to the point that it’s hard to tell how much HP Mario has left and whether or not using a Mushroom is needed this turn. Not sure what I did wrong attack-wise, but I suspect I need stronger, shinier stickers to really make the damage count early on. Will try again, and then I guess it’s back to the desert world unless a fourth world of levels opens up after taking down the squid boss. Until then…

An angelic army enslaves the world thanks to Overclocked’s early bad ending

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Well, after battling both demons and angels for a little over forty-five minutes, after losing every single team save for P-san’s, after constant spamming of gun-run-heal tactics, I finally did it. Victory was mine, earned with sweat, devotion, new strategies, the use of the Drain skill, and various sacrifices. I beat that mission in Shin Megami Tensei: Devil Summoner Overclocked that has repeatedly kicked my ass these last few days, constructing a roadblock of sorts. With the angels and demons defeated, P-san and his friends Atsuro, Yuzu, and Midori escaped the lockdown, bringing Honda and his frantic buddies along with us for good measure. Y’all welcome.

However, immediately upon exiting, a strange lighting storm appears over the lockdown. The angels, who P-san was beginning to side with, declared that the lockdown was a failure and decided to kill everyone inside it with lightning. Pew pew pew. For those outside the lockdown–namely, P-san and friends and remaining family members–the angels have declared humanity to be in default of their responsibilities as children of God, and an angelic army appears to enslave the world. Anyone who is not immediately subservient is killed outright, and the remainder are stripped of their free will. This is all told via text on the screen, which is then promptly followed by the words “Mission Failed,” sending you back to the main menu to load from a previous save.

It’s heart-wrenching, and not necessarily from a storyline perspective, but the suddenness of a GAME OVER screen after all that story and choice and time spent battling monsters and trying to survive to live another half hour really does leave something to be desired. I mean, this whole time, we’re trying to escape the lockdown, and now you get the chance to, and if you do it YOU LOSE. The logic behind is severely flawed. Evidently, you are supposed to the fight demons and angels and then attack the humans to break their COMPs while also protecting them from the previously mentioned angels and demons who can, in one hit, take them out, and any civilian dying is a mission fail status. So the easiest option of kill everything and run for it results in death, despair, and dropping you back to the start screen.

Evidently, there are six endings in Devil Summoner Overclocked, and of them, one is literally called “the Early Bad Ending,” which is obtained by breaking through the barricades of the Lockdown on Day 6 and escaping after defeating both the angels and demons in your way. I had no idea about this as I played; I was just playing, making the choices that seemed right and logical, like escaping the demon-filled lockdown at first chance. For that, I felt like I should have been rewarded, but instead I was punished.

When the “Mission Failed” text came up, I literally started at it for over a minute, mouth agape and heart-rate increasing. I just couldn’t believe it. This game loves to waste your time and test your patience, and despite how patient I actually am, I’m over it. I took Devil Summoner Overclocked out of my 3DS and tossed it back into my cartridge bag; now, if I was truly over it, I would have put the cartridge back in its case and then on the shelf to sit untouched for the remainder of days. But there’s a sick part of me. It’s hungry and demanding and greedy and covered in dirt. There’s a sickness within me, and this side still wants to see how things are supposed to go down (or one of five possibilities) before deeming the experience over. I mean, after thirty-seven hours am I just suppose to accept an early bad ending as the final say in this story? Especially now that I know what I’m supposed to do to “beat” the mission correctly.

I’ll try again, I will. Devil Summoner Overclocked and I just need some space, the kind you build after everything breaks down. I’ll end this fail-driven blog post by quoting Nick Hornby’s fail-driven High Fidelity, which I think does a good job of summing up this Day 6 battle set on the fringe of the lockdown that literally tore me apart: “What went wrong? Nothing and everything.”

My latest strategy for Devil Summoner Overclocked is more grinding

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Shin Megami Tensei: Devil Summoner Overclocked is a game I’ve been playing off and on now since Hurricane Irene hit way back in August 2011. And yet, according to my save slot, I’ve only logged around thirty-five hours. I suspect that I’ve played maybe six to seven–heck, possibly eight–more hours than that, as the game naturally doesn’t count time lost when you struggle through a 45-minute battle only to wipe in the end because the upswing in difficulty took you by surprise yet again.

It’s a really frustrating game that I, at the same time, enjoy a lot about. The voice acting, not counting Midori or most of Yuzu’s lines about demons and the government, is really good and helps keep me engaged in the somewhat stretched plot. You also get to make choices, the kind that do effect the story, determining who stays in your party and who doesn’t. So far, I’ve lost a few peeps who I won’t mention for those that care about spoilers. And the demon fusion, which can be a brainteaser at times, allows you to customize the demons in your party and level them up through cosmic breeding rather than gaining experience points (which takes longer). The heavy, distortion-based electronica tunes, few that there are, really rock and stick with you as you battle or re-arrange your team.

It’s just that the combat can feel at times grossly overwhelming and unfair. But combat’s how you proceed, and so you have to learn. Which I think I have over my thirty-five-plus hours playing the game, but the latest fight I’m stuck at suddenly pulls the rug out from under you at its very end, pointing a gnarled finger between your eyes and berating you for not grinding enough. Let me explain.

I’m actually pretty close to the end of Devil Summoner Overclocked. Well, I think. The 3DS version supposedly gets a bonus eighth day of action. Currently, P-San and his friends are nearing the end of Day Six, which is supposed to culminate with another big battle against some Bel-named demon. Belial, perhaps. Anyways, it is 4:30 PM, and the only options are a single free battle location or to advance the story with a Honda-related battle. This is my current sinkhole, stuck point, unbreakable wall–what have you. Basically, Honda and some friends are trying to escape the lockdown, and you have to decide to whether to assist or stop them, as well as siding with the demons or angels there to get in the way–or none of the above. The win/lose factors can change dramatically based on your choice here.

I can handle Honda and the two civs trying to escape just fine; the problem is that when you kill a team of either demons or angels–who will fight each other at times, too–a second version appears. The angel ones aren’t anything crazy difficult though they love using Recairn to bring back fallen friends. It’s the demons that ruin all my tactics, and I’m specifically talking about this frakker right here:

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That’s a Decarabia, the sixty-ninth spirit listed in the Goetia. Whatever that means. Regardless, this pentagram star is quite annoying, especially when the demon team consists of three of them. Why? Well, they love spamming the Shield All spell, which protects themselves from a single attack, and they seem to always do it right before my team gets to attack, thus wasting our entire turn. Secondly, they all have Fallen’s Mark, a racial skill that says if a Decarabia defeats an enemy, some HP and MP is restored to the entire team, based on the level of the defeated enemy. So, in short, they protect themselves from most damage I can do, and then when they off a supporting demon or main character, they restore a majority of their HP and MP. From what I can tell, the second spawnings of Decarabia are around level 48, and I’m able to take down them all save for the team made of three Decarabias. So, with P-San and fellow friends around 45/46 we have no choice but the grind. Unless there’s a strategy I’m missing.

I will beat Devil Summoner Overclocked. I will get P-San and his remaining friends out of the lockdown, for better or for worse. I will escape my own Decarabia-shaped lockdown, and then I too will be free.

Breaking on through to the other side of Devil Summoner Overclocked

Let’s travel back in time. About a year ago, a crazy hurricane named Irene tore through the eastern side of the United States, doing insane damage and just being overall terrible and freaky. Let’s hope she never returns. It also forced Tara and I out of the house we had just begun renting, pushing us to stay with her parents until power was restored in the Pennsylvania area. Before all of this happened, as a handheld gamer is wont to do knowing that a lockdown is imminent, I bought a new game for the Nintendo 3DS to help…ahem weather the storm. That’s the second time I’ve used that joke, and no, I’m not apologizing for it.

Anyways, that game was Shin Megami Tensei: Devil Summoner Overclocked, and it seemed like something I’d like at first glance, but proved a little too difficult early on to overcome. Which is a shame, as the story was very promising and had all its hooks in me. And so I set it aside, disappointed in my second retail purchase for that nifty videogame system that displays things in three dimensions with no use of special glasses, only to pick it up nearly a year later to try again and knock down the wall blocking any and all progress. The main reason behind this? Well, I have finally begun watching the lengthy and amusing Shin Megami Tensei: Persona 4 Endurance Run at Giant Bomb, and all the talk of fusing different Personas and casting of spells like Bufu and Zio and growing relationships amid chaos and disaster reminded me that I had a game quite similar to that. Just a SRPG instead of a JRPG, that’s all.

And so, I hopped back into the thick of things. If you’ll recall, I put Shin Megami Tensei: Devil Summoner Overclocked down at what I assumed was a boss-like battle early on during Day One of the lockdown in Tokyo, but was really just a traditional battle that stood in the way of the story progressing. My problem with it is that monsters would encircle a character and his or her team of Personas, and then they would KO super fast, then causing the other teams to follow just as speedily. This time around, I strategized and planned to move my trio of teens directly at the toughest enemy on the screen, killing it as fast as possible while keeping everybody close to each other. Also, I learned how to better use certain spells like Aggravate and Dia, as well as exploiting certain weaknesses for specific enemies, which then grant extra turns vital to staying alive. And lo and behold, I was victorious.

As Shin Megami Tensei: Devil Summoner Overclocked continues on, I’ve entered a few more battles like the one that stopped me in my tracks before. It can be a little frustrating, but I’m beginning to see my mistakes and how I can handle things better. The opening few turns really do foretell how things will go, and one can grind on free battles if they need to level up their teams and Personas. In short, I’m definitely getting the hang of battles more, and I hate–with the deepest and darkest passion you can hold in the blackest spot of your heart–the demon Moh Shuvuu. One thing I still haven’t learned is to not attack her unless you can kill her in a single fight, because she will just Dia (heal) herself immediately after.

Last night, I completed Day One of the lockdown, and am now waking up to Day Two, with the counter on our collective deathclocks reading…one. Aww, boo. The story’s still fantastic, and Yuzu says some hilarious things, especially when nonchalantly talking about summoning demons from handheld COMPs and that one time they all took down a snowman. The voice-acting has really helped keep me engaged as the battles are most stressful than enjoyable, though I have only just gotten into them at this point. Learning to steal skills from enemies gives me a good goal towards perfectly the Personas currently in my party.

But yeah, I’m pretty stoked to have broken down that wall and gotten to continue on in the game. Don’t quote me on this, but it’s looking like I won’t be getting a new game until late September 2012 when Borderlands 2 drops, and so re-visiting a number of games from my backlog and continuing on with them is a good thing. Saves me money and makes me feel better about some of these purchases. Well, maybe not Game of Thrones: The Game; maybe not ever.