Saturday, October 1, 2016

Let's Play Shin Megami Tensei IV: Apocalypse! Part 1: A Law of Nature

Sequels are a dodgy business. Often framed in terms of being the bane of the video game industry, direct sequels tend to get called out for being derivative or stagnant. Even within one franchise, Jaws-type sequels that follow directly from one another within the same universe are something of a taboo. No one wants to be the developer that made Final Fantasy X-2, Devil May Cry 2, Mega Man Star Force 2, or Tales of Symphonia: Dawn of the New World. When a developer does produce a sequel to great acclaim, it's often by reducing its proximity to the predecessor--moving to a new setting, revising the play system, or focusing on a new cast.

Within the Shin Megami Tensei franchise, such direct chronological sequels are few and far between. SMT II was divided from I by thirty years, and III from II by an aeon or more. Within the greater Megaten mythos any examples of direct sequels are usually cases where the sequel was already conceived of when the first game was made, as a "second half" to an intentionally incomplete work--the Persona 2 and Digital Devil Saga duologies. The only test cases for a direct sequel in Megaten are Soul Hackers to Devil Summoner, and the Raidou Kuzunoha games to each other.

Yet here we are staring down Apocalypse, a veritable Shin Megami Tensei IV-2.

I loved Shin Megami Tensei IV. It is unironically one of my favorite 3DS games. And while not my favorite Megaten game, it's a title I respect in spite of its flaws for (among other things) finally taking the passivity out of the Neutral alignment. It is also a game to which I never foresaw getting a direct sequel, and so Apocalypse became a source of cautious anticipation for me. This is one more thing remaining at the bottom of IV's Pandora's Box; is Apocalypse Elpis, or simply another viper? This is the question I want to answer.

Those familiar with my Shin Megami Tensei LP are probably expecting a comparable level of literary comparison. Just by the nature of how I'm doing this, that isn't possible right now. This is a semi-blind playthrough. While there are certain influences in my life that have ensured I will likely never go into an SMT game fully blind again, and I have been exposed to several critical issues with Apocalypse already, the simple fact that I don't know everything that's about to happen is an obstacle to serious literary comparison. I'm instead interrogating Apocalypse directly as I come upon it.

Note that this playthrough and analysis will contain unmarked spoilers for the previous gameApocalypse is written from a point of view where it assumes the player experienced IV back in 2013, and I am writing from the same point of view. I am not here to talk about Apocalypse as a standalone game, but as another volume in IV.

Chapter 1: A Law of Nature
>Initializing save data...
>The save data has been initialized.

>>Import SMTIV Save
If you wish to receive the save data bonuses, please have ready a Shin Megami Tensei IV Game Card or a downloadable version of the game installed on your SD card.
>Begin receiving save data bonuses?
>Yes
Save data is imported by inserting a Shin Megami Tensei IV game card when prompted, Monster Rancher-style, then switching Final back in afterwards. Unfortunately the home button is disabled during the sequence, and screenshots with it.

Screenshots are disabled for this section of the data import process. Sadly, once you've run through SMTIV once it's hard to tolerate the early game a second time, much like with Devil Survivor. I've repeatedly attempted to use my clear data to get the ending I wanted to pursue, but the Lord of Chaos title will probably forever elude me. My other data is level 93 and standing literally outside the flag trigger for the Neutral ending.

>Save data bonus importing successful. The bonuses that were loaded will be unlocked early in the game. You can receive them by going to Inbox in the menu. The game will now restart.
>Please choose a difficulty.
*Story and quest rewards won't change.
The localized difficulty levels are a bit different from their Japanese names, which were originally Conflict, War, and Great War. I'm always tempted by the hardest difficulties, but the difficulty level in this case is pure damage scaling. Like in IV, the difficulty level can be freely modified in normal gameplay, so I'll start on War and decide later if it's really worthwhile or just a slog.

>Be sure the gods and demons toying with you don't cause you to lose your way...

"Akira...
I want to protect them all...no matter the cost."

Background screams fill this sequence.

IVA, being a direct sequel to IV, expects you to recognize this silhouette as Flynn.

"Akira..."
Like with Flynn's character, the name Akira is loaded by its attachment to the previous game. Akira in the context of IV was the leader of the SDF forces five hundreds years ago (Mikado time) or twenty

Note that Flynn is wearing a Demonica in this sequence, one of IV's few acknowledgments of Strange Journey, and that this scene ends on a full transition to the New Moon. This particular phase is the on the original Shin Megami Tensei's introduction began on, only visible in the Super Famicom/SNES and PSX releases.

"Hurry!"
"They're coming!"
"Get ready!"

Newscaster: In Tokyo...war between Merkabah and Lucifer...

 Newscaster: ...very same samurai that...a stranger did what we could not, putting an end to the...

Nanashi is a play on words. It can be a name, but also literally the word "Nameless." (Think of Odysseus telling Polyphemus his name is "Nobody" in the Odyssey.) Nanashi in this game shares his name with Nameless in Persona 2.

Girl's voice: Wake up!
This sequence opens with several blinks, gradually softening the lighting into its natural colors to place the player squarely in the role of Nanashi.

Girl: Though, we're just cadets...Even if we wanted to help, we'd just get in their way. Plus, you're tired from doing all those Flynn-related errands lately.
>Your friend looks away and sighs.
Girl: How long's it been since Nikkari and Manabu went outside? This is boring...

Find a way to kill time
>>Talk to your friend
Girl: Ugh! I wanna hurry and get my own smartphone so I can be a legit Hunter...Right, Nanashi? Can't stay cadets forever. Think of all the good we could do! People would see us as heroes, just like Flynn. ...Though, at this rate, that's not gonna happen anytime soon.

>>Find a way to kill time
>A news broadcast is playing on the television.
What do you want to do?
Watch the news
>>Talk to your friend

Girl: Oh, I can barely stay awake...
>Your friend stifles another yawn.
>>Watch the news


These scenes are lifted directly from IV, used to help introduce new players to Apocalypse while refreshing the memory of those who haven't touched the game since 2013. Unfortunately, they don't make much sense in-universe--the news crew couldn't possibly have footage from the gauntlet ceremony in Mikado, the confrontation at the Yamato Reactor, or Walter and Johnathon's duel in Tsukiji Hongan-ji. They could reasonably have a film crew out at Café Florida, but it's a little too convenient for them to be rolling right as Flynn was unsheathing the sword of Masakado.

>The newscaster concludes his report on Flynn, talk of the town. 
Flashy young man: While you carefree cadets just sit on yours and chat all day? Such a cozy life you lead, Asahi.
Asahi: It's not like we have a choice...Give us smartphones and we'll--
Flashy young man: Hey, cut it! Listen. Calling Tokyo 'dangerous' is an understatement. Every street corner, from Tabata to Tennozu, is teeming with demons. But the cold fact is, there's no way we can keep living without the food and resources that are out there. That's why we Hunters risk our lives scrounging the essentials for the people of Tokyo.
Asahi: ...Uh-huh, and?

Likewise, this scene introduces the player to the concept of Hunters for those that didn't play IV.

Asahi's name originates from the identically-pronounced words 朝日 "morning sun" and 旭日 "rising sun." In light of the two flags Japan's used over the years, both words have vaguely patriotic/nationalistic associations. (Compare the phrase "stars and stripes.") Asahi is also the namesake of the Asahi Shimbun, one of Japan's oldest and most widely-circulated newspapers, first published in 1897. Contrary to what you might expect from the name, Asahi Shimbun is generally more left-wing.

I would venture that, like so many elements in the Shin Megami Tensei IV timeline, Asahi is intended as a deliberate reflection on past titles. Specifically, her character design and color palette harkens back to Beth of Shin Megami Tensei II.

Flashy young man: And maybe think about the big picture instead of whining about not having a phone? Sure, you don't stand a chance against demons without one, but there's still plenty you can--
Manabu: Whoops! Thanks for the heads up, Nikkari. Shit, my battery's about to die too...
Manabu calls back his Doctor Bird.

Nikkari: We've cleared out Downtown Ginza. Should be safe out there, for now. Manabu and I will work on skinning and cleaning the demons we hunted. Nanashi,  Asahi--you two scour the area for salvageable relics in the meanwhile.
In IV, the term "mystic relics" was the result of the Eastern Kingdom of Mikado venerating what to them were artifacts from antiquity--handguns, combat knives, smartphones, computer parts, and so on. Apocalypse awkwardly appropriates the term for Hunter use, but that I've seen the reasoning is only provided in the game's datalog. It's now an ironic term rather than a serious one.

Asahi: Yes, sir! Finally, time for some action! Think we'll find some cool stuff today?

>>Talk to Asahi
Asahi: What's up? Those relics aren't going to find themselves.
>>Talk to Nikkari
Nikkari: The vicinity is safe, for now. Go see if you can find any relics.
>>Talk to Manabu
Manabu: Recovering relics is an important part of being a Hunter, you know.
>>Look for relics
Asahi: Ready? Let's go!

Flynn was a medieval knight cast into a modern world, being Tokyo-born but not a Tokyoite. He had the heritage of the people he was being introduced to, but the education and life of their oppressors. Unlike Flynn who occupied a liminal space between Tokyo and Mikado, Nanashi is visually a Tokyoite (edoko) from the start.

>Search for relics everywhere. You never know where they'll turn up.




IVA starts where IV ended. Ginza is a hugely significant lategame area locked behind dozens of quests and with its own in-game microeconomy of incredible expense. In IV it was one of the last areas you'd ever enter, in IVA it's guaranteed to be the first.

Relic collection is unchanged from IV. You see the item in the overworld, hit the A button, get a commodity that you can identify and sell at a shop.

Asahi: Awesome! Found one! Let's see if we can find some more.
>Collecting relics is one way people in Tokyo eke out a living. You can take relics to shops and sell them for Macca.

Asahi: Wait...Isn't that a phone? *gasp* Can we use it to summon demons on our own?
I'm getting war flashbacks to DemiKids here.


Asahi: I'd better get Nikkari...Wait right here. And don't. Touch it. While I'm gone.
This is the first bit of characterization we get for Asahi beyond being a youthful cadet. How are we intended to read that last part? The voice direction can go either way, as a jealous character wanting to summon the demon for herself, or as a maternal figure looking out for Nanashi and trying to keep him out of trouble.

>Asahi hurries off to find Nikkari.
The music goes silent on this line.

>Test out the smartphone?
Totes!
>>But...Asahi said wait!
I swear, if this decision counts as points towards Law alignment...

Asahi: I couldn't find Nikkari, so I settled for Manabu.
Manabu: "Settled," huh? Thanks...Anyway, Asahi says you found a phone? Looks busted to hell...Why don'tcha try turning it on?


I kinda forgot to grab an image of the lower screen and the keyboard in this.

Manbu: Whoa, is that thing actually on? Give it here.
>Manabu tries to navigate the menu of the smartphone.
Manabu: Yup, it's a goner...Screen's cracked, and it looks like the data's all corrupt, too.
Asahi: You mean we can't use it?
Manbu: Well, the map app still works, but the Demon Summoning Program won't load. Better than nothing, I s'pose. Might as well hold onto it until you get a working one/
>You obtain Broken Smartphone. You slot the Broken Smartphone into your armband.
Asahi: Bummer...But hey, you get to keep it! Wish I had one, even if it was broken.
>Asahi grabs your arm and eyes the smartphone.
Asahi: Did it ask for a username? What did you put in? An alias, like Nikkari goes by? Or did you use your real name?
>You tell Asahi and the others what name you went with.
Asahi: Touya? Doesn't sound right to me at all. Hey, um...Is it okay if I keep calling you "Nanashi"? Kinda like our own special thing, you know...?
Manabu: Touya? "Nanashi" was a half-assed name in the first place, calling an orphan "No-name." I'll make sure everyone respects your decision and calls you that from here on out.
So already we have the beginnings of relational plot elements between IV and IVASMTIV casts the player in the role of themselves; but as the player progresses they're given the opportunity to slide increasingly into the role of "Flynn," the reincarnation of the Counter-Demon Force member that put up the barrier around Tokyo. The ultimate culmination of this is in the Neutral ending, in which the player is totally subsumed by Flynn, and Apocalypse opens by defining this new Flynn as someone separate from the player. At the same time Nanashi is seemingly introduced as a tongue-in-cheek "blank slate" for the player to write their name on, yet Asahi wants to hold onto Nanashi as an independent character and not as the name the player identifies by.

Nikkari: We've met our salvage quota. Will turn recovered weapons over to the Hunter Association shortly. Out.
Nikkari: Good, you're back. I'm not quite done yet...Give me a few.
>Nikkari continues slicing apart demon meat with expert technique.
Manabu: Whoa...That's one vintage knife you got there, Nikkari. Have you been using that since you rolled with the JSDF or whatever?
Nikkari: This blade's been my companion for over 20 years now, yes. Speaking of, how old are you cadets now?
Asahi: We're both 15.
The average age of a JRPG protagonist as a whole seems to have been getting comically lower over time. But speaking seriously to its narrative purpose, having a younger protagonist tends to cultivate a contrasting viewpoint over a predecessor; Flynn was 18 in IV and to some degree had a more defined worldview in-universe because of his Mikado upbringing, while Nanashi has more room to be radical and still forming his identity over Flynn.

Nikkari: I see. In ancient times, that's when children would undergo the Genpuku coming-of-age ceremony.

Genpuku is a practice dating back to the eighth century with as many variations as there were years it was held in. In light of IV's obsession with the Samurai, the version Nikkari's probably referring to is the shogunate practice of samurai children embracing their warrior heritage by being crowned with a helmet.

Asahi: Are you saying we're old enough to be full-fledged Hunters?
Nikkari: Almost. Neither of you are quite ready, just yet.
Asahi: Whaaaaat...
Nikkari: There's still much for you two to learn. Like history. In fact, I think a lesson is in order. A refresher on how Tokyo came to be imprisoned under the shadow of the Firmament seems appropriate.
There's an obvious parallel here to the gauntlet ceremony of the Samurai. This is the first of several conversations used to frame Apocalypse's introduction around a coming-of-age sequence, which ties thematically with the passing of the torch from Flynn to Nanashi.

Nikkari: It all happened 25 years ago...The world was hardly perfect before it all went to hell. Global recession, civil wars, terrorism...

Nikkari: Chaos ensued, and in a state of panic, the nations took extreme measures.
I missed a shot of the Diet Building by seconds. (Or perhaps it was the American Embassy? Note the visual parallel between the PC Engine version of Shin Megami Tensei's ICBM strike and this explosion.)

Nikkari: ...thanks to the sacrifice of one young man and the city's guardian deity, Masakado.

Nikkari: Now, a certain rumor spread among the survivors, saying that the angels were behind the catastrophe. And in time, this incident came to be known as "God's Plan."

 Nikkari: Demons, trapped inside along with us.

Nikkari: Torn from the very pages of myths and legends, they wield unimaginable powers used to kill and devour humans. So humanity's struggle for survival continued within Tokyo.

Nikkari: The Demon Summoning Program allowed us to command demons, fighting fire with fire. The mysterious program appeared online just before "God's Plan" came to pass. No one knew where it came from, but we had little choice but to use it.

This is referring to the Tokyo Sky Tree, the current tallest structure in Japan that was completed around 2010. This is also a panning shot originally, but I missed out on the initial shots.

Nikkari: Turns out there were people already living atop the Firmament.

Nikkari: We fought back with our demons, of course, but were severely outmatched...Didn't stand a chance. So we fled back down the Sky Tower with our tails between our legs. It became clear, then, that escape wasn't an option. The dark city of Tokyo was all that remained to us. Time passed, and people started splitting off into disparate factions.
Manabu: Yep. The Ashura-kai, the Ring of Gaea...and, of course, the Hunter Association. Though, Flynn took out the leaders of the other two. Ya got that? Yeah?
The Ashura-kai is literally the Asura Society/Association. (The full formal name originally was 八部連合阿修羅会 the Union of Eight Legions, Asura Association. "Eight Legions" referring to a collective of the Devas, Nagas, Yaksas, Gandharvas, Asuras, Garudas, Kimnaras, and Mahoragas, who together were nonhuman defenders of Buddhism.) I'm curious as to what thought process lead to it being kept in its original Japanese--perhaps to maintain the duality of indigenous versus foreign influence, which was a recurring theme in IV. As a yakuza group, the Ashura-kai formed a kind of indigenous equivalent to Mikado's western version of Law.

Asahi: Geez...Stop treating us like little kids. We're Hunters, too, you know.
Manabu: Hunter cadets.
Asahi: Okay, okay--so we can't use demons on our own yet. I get it.
Manabu: Good. Always keep that in mind, cadets.
Asahi: Oh, for the love of--
Nikkari: Cadets may be limited in the types of jobs assigned, but they're expected to perform as regular Hunters. Having said that, both of you have been a tremendous help today.
Asahi: Really? Thank you! We did it, Nanashi!
Manabu: Such a softie under all that armor, Nikkari.
Nikkari: Ha. Think so?
>Nikkari finishes cutting up the demon and sheathes his knife.
Nikkari: Manabu and I were assigned to gather whatever weapons we could recover from this area. Our finds today will help Flynn when he brings the fight to Merkabah and Lucifer's doorsteps.
Manbu: A stranger from the strange land of Mikado, now the Liberator of Tokyo. Ain't a place in Tokyo not abuzz about that boy. And for good reason.

The player is essentially being asked to take a perspective here; perceiving Flynn as an external character separate from themselves, within the limits of Nanashi's view as a character, or perceiving Flynn as one and the same with themselves. ("Eh, he ain't all that.") How distant are you from your former self?

>>Yeah it would!
Eh, he ain't all that.
Asahi: Right!? It'd be a once-in-a-lifetime deal!
>Asahi smiles dreamily.
>Nikkari checks his watch.
Nikkari: Time to go.
Nikkari: Today went well. Good job, all. Let's get back to Kinshicho.
Manabu: 3:30 in the afternoon...So that "sun" thing should be out right now?
Nikkari: On the other side of the Firmament, I'm sure it is.

>You look up to the curving stretch of solid rock blocking out the sky.

 
>The guard nods to the rest of Team Echo and then opens the door for them.
Nikkari: Yes, it was a good day.

Manabu: Watch out, Nikkari!
>Nikkari draws his word and slices the demon in two, lightning fast.
Nikkari: Hmph. No rest for the wicked. Demons won't hesitate to attack. Always be on your guard outside. Never forget.
Manabu: Goddamn, Nikkari. That was fierce!
>The guard salutes Nikkari.
Gentle-looking guard: Th-thank you, sir! You have my word--no demons will breach the underground, sir. Not on my watch.
Nikkari: Good. We're counting on you.

We get 8 XP from this quest and 800 Macca.

Asahi: Phew, what a day!
Nikkari: Here, turn in the relics you found. Keep the Macca as allowance. A live association is airing at the Hunter Association tomorrow morning. Don't be late. Until then. Dismissed!
>Nikkari and Manabu depart.
Asahi: Hey, Nanashi, wanna sell off these relics before we turn in for the night?

The bottom screen displays the damage done to the smartphone as a neat bit of in-universe framing.

It only took me an hour to get through the introduction!

Our starting equipment is a full set of Hunter clothes, which give +0 bonus stats and no effects--functionally naked. For weapons we have the Hunter Dagger (one-hit 54 base Power, Physical element, single target) and SOCOM Pistol (one-hit 38 Power, single target) with FMJ rounds. (17 Power, Gun element) From this we have a couple important gameplay points. Sword elements are determined by the weapon themselves, while gun elements are determined by the equipped bullet, which makes guns a little more flexible since you can change the element without having to give up as much power. (Presuming you have a better gun than this.)

Kinshicho is an area of Tokyo not featured in the original game. In the real world, the north side of Kinshicho is primarily a shopping district, while the south side has a lot of gambling and love hotels.

Like in IV, nonplayer characters are a mix of 3D models patrolling set routes of the underground, and 2D sprites in specific rooms. (In the style of Shin Megami Tensei and II.)

Hunter-idolizing boy: Go away! You're not a Hunter!

As in IV, local Hunter Association chapters are marked by graffiti of a rising sun flag foregrounded by a soldier.

Hunter: Tokyo's cut off from the rest of the world so we Hunters have to gather all the supplies. Weapons, ammo, clothing, some food...Though there are limits.
Hunter: Did you hear about the assembly tomorrow? I wonder what they're going to talk about...? Must be about Flynn, based on the timing.
New bartender: I-it's you guys. Boss isn't here right now. He seemed busy, so i-if it's not an emergency, c-come back tomorrow. 
One of the features of IVwas that every Hunter Association had its own unique cuisine that acted as a heal spot, which generally reflected the culture of the area it was in. This continues in Apocalypse; Kinshicho's specialty is imitation ningyo-yaki, a batter fried inside a mold to give it a particular shape, often filled with sweetbean paste.

How it works is that the cook pours the batter into a mold, adds pre-portioned bean paste over it, then covers the bean past with a second layer of batter and cooks it like a waffle. The batter is sugared and the bean paste has a sweet flavor, so it's functionally a cookie.

Faces shaped like the Seven Lucky Gods are one of the more common forms of ningyo-yaki, though they can really come in any shape. I've yet to come across a Jack Frost mold.

New bartender: I-if you ever need anything, j-just say the word. I h-hope we see each other alive again.

Grumpy man: It was only yesterday that the Ashura-kai ran rampant, calling themselves the police of Tokyo...But now, thanks to Flynn, they've been properly dismantled.
Precocious girl: I like Flynn. He's strong and handsome and a total gentleman! I want to marry Flynn one day.

Hunter: Flynn showed up in Tokyo quite suddenly, but he's already given us all so much hope. Sure, the world's still a dangerous place--but I know that Flynn can help make it better.
Fashionable woman: Thanks to my boyfriend's hard work as a Hunter, we've got some money to spend on the finer things in life. It's fashionable to be, well, fashionable again! I wonder if Flynn had anything to do with this...
In order to divorce the player from their former identity as Flynn, act one of Apocalypse cements him as a messianic figure for the world of IV. In doing so it also puts the player in the shoes of an outsider looking in at Flynn's effects on the world, while continuing from the previous game's Neutral branch in which all of humanity are rallied to his cause.

Man's voice: Hey, you two.
Serious Hunter: Get back to town. Kids shouldn't be out here.
>You decide to go back.
This guard prevents us from leaving Kinshicho via the Underground Pass. The entrance we followed Nikkari through is likewise blocked off, as is the Kinshi Park exit, fencing us into the starting town.

Craftsman: Here, we fix the relics that the Hunters bring back. However, there's only so much we can do since we can't make new parts for any of it.
Undependable man: My boss is impossible to deal with. He freaks out every time he has to deal with a customer. Are all craftsmen like this? It can't be true...

Street vendor: Come back a little later. We don't have what you're looking for in stock, right now...

The Ashura-kai Shop inIVwas a rare moment of comfort for the player amid a chaotic and vicious landscape. It fed into the appeal of the Law alignment by constantly enforcing the stability and comfort offered by access to basic services, both item appraisal and medicine. In Apocalypse the shop is now divorced from this original meaning by the dissolution of the Ashura-kai; like a Messian Church without any Messians to run it.

We get 85 Macca for the relic we picked up earlier,

The Former Ashura-kai Shop has basic healing items, status cures, and first level magic stones. These can act in place of proper magic for a bit, but I'm pinching my Macca for now. (In retrospect, Bufu Stones would have been helpful.)

Shopkeeper: Come again!

The South Exit Shopping District is one of three exits from Kinshicho. Like with the Underground Pass, it's blocked off by a guard. The Sky Tree is visible in the distance from this exit, and it has a couple relic points where items spawn, but you can't reach them from this side of the district and have to go around from a different entrance.

Demon-owning man: Demons are good for more than fightin'. They're a huge help when it comes to producin' supplies. With Tokyo so cut off, we need to find ways to make our own resources.
Enslaved demon: That human has me turning spare metal into bullets and other items...Damn, how the hell did I wind up enslaved to a human like this?

Guard Hunter: Trouble is, with all the demons out and about, you shouldn't go outside without permission. 

Saint Germain: I know all about you. Ah, don't let that trouble you. I am just a merchant who loves collecting jewels...Would you be interested in exchanging any jewels for some items I have? Why not take a look?
Saint Germain is a recurring character in Shin Megami Tensei, in this game replacing the more traditional Rag the gem-collector. (IV lacked a gem-exchange merchant.) Currently he has a Bead Chain, Great Chakra, and Complete Restoration Gem, and we need Diamonds, Emeralds, and/or Garnets to exchange for them. These function all as they did in IV; Bead Chain restores the entire allied party's HP, Great Chakra recovers everyone's MP, and the Complete Restoration Gem heals every demon in your party and stock.

Saint Germain: I will be looking forward to the next time we meet.

From Kinshicho proper we can reach the Train Platform, which connects back to the upper level at both ends.

A nearby sign warns that stealing supplies is a "grave offense" and thefts need to be reported to the Hunter Association.

The Train Platform also contains the Hunter Association's storehouse. where we find these Medicines.

Some setpieces can also be seen on display, like nondescript pieces of demon meat, medicine, and saké bottles.

The Platform connects back up to a different part of the Residential District at its north end.

This area has its own flavor--an old ventilation system that keeps pumping out puffs of cold air, a laundry line publicly hung between former stock cages, and all kinds of appropriated living spaces. Megaten is pretty good about displaying poverty and the ways people make due, but the script doesn't always match the visuals.

Nagging woman: Flynn is our Liberator! But...My boy is saying he wants to be like him. I don't want him doing anything dangerous.
Hunter-worshipping boy: Flynn's so cool. Don't you think? I'm going to be just like Flynn and do great things.

Weak man: Demon meat for dinner again...Just once I want something else...But I'm sure Flynn will change the world soon, into a better one!
Heavily made-up woman: We need power to survive in this world. The power of hope, that Flynn gave us...That's why I always look pretty. This is the way I fight.
I think it's no mistake that this particular line could easily be twisted into a Chaotic viewpoint.

Unhappy-looking woman: Before, there was no room in Tokyo to support those who had nothing to contribute. But if Flynn is here, the world will surely be a happier place...
Impudent woman: I'm glad that we have water underground, but the food is terrible. I wish Flynn could fix problems like that too.
High-strung woman: I don't actually want to eat demon meat...But it's the only food we have...Flynn will change the world...Flynn will...


I won't be capturing every relic I pick up, but I wanted to point out how universal they are as a gameplay element. In both games relics can occur in dungeons and residential areas alike, as well as on the world map.

Loud hunter: Asahi's really been putting a lot of energy into her work. But I guess she's always been like that. She just wants to grow up fast to be able to help her dad, I guess...
Chatty woman: What...? You're both already fifteen!? Time passes by so quickly...I still remember the day Asahi's father took you in as an orphan...You have to be grateful. It's tough taking a child in these days!
Intelligent Hunter: I was in Shinjuku for a quest the other day, but I couldn't get any good relics. It's the same everywhere...Maybe Tokyo's just tapped out. I hope that Flynn can do something about this.

Asahi: So...What now? 
Go to bed
>>Stay up a bit
Asahi: Guess I'll join you. But we should call it a night when you're done.
>>Go to bed
Asahi: Hm? Going to bed? Guess I'll head to my room then. Good night, Nanashi.
>Asahi waves goodbye and heads back to her room.
>You crawl into bed. Within moments, the day's exhaustion pulls you under.
This highlights something strange about the player's relationship to Asahi. The chatty woman established that Nanashi is Asahi's adoptive brother, yet the player-as-character is also a distinct person from Nanashi. Given the extreme circumstances Tokyo's in, it's probably unrealistic that they would have separate rooms--it would be more likely for three or four people to be sharing space

>You hear a voice calling you Akira...


Akira: Not yet. I hope he's not doing anything rash...
Journalist: What about you, Skins?
Man called "Skins": Nothing. I asked the boys to check the security footage, but no luck so far. I don't like it, Fujiwara.
Fujiwara: This really isn't the time, with all those nuclear missiles about to hit.

An alarm blares.

JSDF soldier: ICBM detonation confirmed in China and Russia.
JSDF soldier: We're unable to establish communications with either of them.
JSDF soldier: What about the U.S.?
JSDF soldier: No good. They're not responding.

Second alarm.

JSDF soldier: Surveillance satellite detected on a course to Japan! ETA five minutes!
JSDF soldier: This is it...
Akira: Is that--!? Put Monitor 45's image on the main screen!

Skins: He's got Masakado's Katana...Get him on the radio. Now. 
JSDF soldier: He's not responding...
Skins: Damn it! What the hell's he doing?

Blood briefly drenches "his" clothes where the katana cuts.

Akira: What just happened? Someone give me an update!
JSDF soldier: I-I don't know. But...it appears something has covered the entirety of Tokyo.
Skins: That's it, I'm going outside. Come on, Akira.

Asahi's voice: Come on, Nanashi. Wake up! Wake up wake up wake up wake up!

This is the second time we're given a "blinking open."

Asahi: FINALLY...Hurry, we're gonna be late! Don't tell me you forgot about the morning meeting...
>You wake to find Asahi standing over you. Seems you were dreaming...
>Tell Asahi about the weird dream?
>>Probably should...
No way
Asahi: What's up? You know you can talk to me about anything.
>You tell Asahi about the dream.
Asahi: Someone who looked like Flynn...killed himself? And then rock covered up the sky? Sounds like Nikkari's "history lesson" from yesterday, but what's this about a guy committing suicide? I can see why that'd rattle you. Maybe tell the others about it when we get to the Association?

One useful feature is that the map grays out NPC rooms that have no new dialogue. It can't do the same for walking NPCs, unfortunately.

Asahi: Wow, quite the crowd...Nikkari here yet, Dad?

Asahi: "Don't call you 'Dad' at work." Right, right. Boss.
Asahi's dad: Come on now...If my own daughter can't get it together, I'm really in trouble. A little help here, Nanashi?

Asahi: What the!? Whose side are you on, anyway?
Asahi's dad: Muahahaha...You've done well, my star pupil! Sadly, though, it seems one of my students has failed...
Asahi: ...Stupid Nanashi.
Asahi's dad: Nikkari's around here somewhere. Better not keep him waiting, cadets. Now scram. ANd be sure to give Nikkari your full attention!
>Asahi's dad--Boss--nudges you along.
Asahi's dad takes up residence behind the bar as an actual NPC sprite, which is a neat touch.

>>Talk
>>Nikkari
Manabu: 'Sup?
Nikkari: Morning. Hope you got enough rest. Today we'll be going on a food run. We'll head out after the meeting.
Manabu: Shouldn't be long now. Just kick back and relax in the meanwhile.
>You've got a little time before the assembly starts...
>Want to mention your dream to Nikkari and Manabu?
>>Spill
Keep a lid on it
>You tell Nikkari and Manabu about the unsettling dream.
>...
>After you've told them your dream, the two of them eye you suspiciously.
Manabu: So a dude who looked like Flynn killed himself, then Masakado transformed into the Firmament? No offense, but your dreams are suuuper boring. Try having cooler ones.
Nikkari: ...Don't mention this to anyone else. And forget the name "Akira."
Asahi: Why, what's the big deal?
Nikkari: Akira's not a name Hunters like to hear.
Manabu: Akira ran with Skins and Fujiwara, the founders of the Hunter Association. Fought alongside both of 'em, back in the day. I hear he was pretty well-trusted. 
Nikkari: Until the day he betrayed the Hunters and abandoned Tokyo.
Asahi: What did he do, exactly?
>Nikkari sighs dramatically, as though exhausted.
Nikkari: Doesn't matter. Just don't speak his name.
>Asahi clearly isn't happy about Nikkari's evasion.
Nikkari: This conversation is over. Besides, the meeting's about to begin.
>Asahi reluctantly drops the issue and turns to watch the monitor.

Fujiwara: We've suffered through "God's Plan" in darkness for the last 25 years. Now things have taken a turn for the worse. 
Skins: This is all the intelligence we've got so far. Merkabah and his army have taken over the Sky Tower.

Skins: Merkabah says he's following orders directly from God. And you might remember him as one of the angels of death from 25 years ago. Meanwhile, Lucifer is quartered at Camp Ichigaya. He plans on taking his troops to intercept the angels. Basically, we're about to be right in the middle of a war between Heaven and Hell.

Skins: We've still got Masakado's Katana. And it's in good hands. Flynn has taken it upon himself to take out both Lucifer and Merkabah.
Hunters: Flynn's on our side!
Hunters: I know he can do it!
Hunters: Yahoooooo!
Skins: Our Hunters have just finished stockpiling supplies. Now it's our turn to back up Flynn. From now on, Flynn's mission is our top priority. Let's show those bastards what we're made of.
Fujiwara: We're putting all of our faith in Flynn. I'm sure he won't fail.
>Fujiwara clears his throat and composes himself.
Fujiwara: Once upon a time, we humans made it to the Ceiling. We made it, and they knocked us right back down to tear ourselves apart. Tokyo was left to fend for herself from the corrupt Ashura-kai and the anarchists in the Ring of Gaea. But now, the Hunter Association is the only faction left, and we're fighting for freedom. I think surviving this long has earned us the right to live above the Ceiling.
Skins: Our freedom depends on our victory, and our victory depends on Flynn.
Fujiwara: And one day we may just live in peace under the sun.
Consider the language here. You have the metaphor of Tokyo--the quintessential Japanese city--literally buried by the angels of Christianity, the dominant religion of the western world. The concept of living "under the sun," promulgated by former Counter-Demon Force (an implicit stand-in for the real Self-Defense Force) members. Political strife between authoritarian and anarchist parties have given way to a united front for independence from both. It's no small wonder that the Shin Megami Tensei IV subseries is seen as a politically charged fiction; IV itself comes off as an allegory for Japanese independence from American imperialism. I'm not exactly thrilled to see what Apocalypse might hold on this front, given that in the intervening years since IV Prime Minister Abe has put into motion some very unsubtle machinations to eliminate Article 9 entirely.

>The Hunters raise their weapons and cheer.
Fujiwara: Each member of the Hunter Association will receive a task suited to their skill level. Continue with your normal duties until you receive your orders. With that, I'd like to bring this broadcast to a close. Go out there and give it your all.

>"[Ast] Deliver Food" has been accepted.

Nikkari: As soon as we're all geared up, we'll head out and scout for food.
Manabu: Still got mouths to feed, no matter what's goin' on--even a big battle.
Nikkari: Report to me when you're ready.

>>Talk
Hunter: It'll be even more dangerous outside. Those who can't summon demons should stay inside.

Hunter: I hear it happened over twenty years ago. In any case, I can't forgive him.
New bartender: A-A full-on war between the angels and demons...I-I hope Kinshicho will be okay...We have Flynn. It'll be alright. I-I think.
Asahi's dad: Huh? Aren't you going on a foraging mission with Nikkari? Then stop your dawdling and go.
Some of the NPC dialogue changes following the broadcast.

Grumpy man: But Flynn isn't like that. It's nice to see a good kid these days.
Precocious girl: What does a fight between angels and demons have to do with us? Why do they always drag us into everything!?

Weak man: Demon meat for dinner again...Just once I want something else...Not saying I'm not grateful for the Hunters getting us food, but...

Impudent woman: You guys have to become great Hunters and make Tokyo a better place. Make my life worth living again.

Guard Hunter: What's up? Got somethin' you wan to ask? Akira, huh? Oh, you mean the traitor. He left a nasty demon in the Sky Tower to keep us from climbin' through the Ceiling. Though, I heard somewhere that Flynn took care of that demon, too.
This would be considered an allusion to Medusa, but she was never specifically identified with Akira in the original game, only the Minotaur. At the same time, most Hunters weren't aware of the Minotaur back inIVbecause of Medusa being their most immediate obstacle.

Nikkari: Touya and Asahi will hang back and provide support.
Asahi: Big surprise there...
Nikkari: We'll leave through Kinshi Park.
In spoken dialogue, the player's name is replaced by the phrase "you," though the name itself is still written in the script. Incidentally, while the Hunters we can talk to stay consistent every time we enter, the other background sprites constantly shift. Sometimes a woman takes the place where Nikkari was standing in the foreground, sometimes a man.

The Kinshi Park exit lies through an elevator at the end of the Underground Pass.

Grim-faced guard: Ah, Nikkari--headed out?
Nikkari: Off to forage, yes.
Grim-faced guard: Okay then. Be careful out there!
>Nikkari looks to you and Asahi, then closes his eyes in thought.
Nikkari: I suppose it's time you two learned some basics, at the very least.
>Nikkari motions for the group to hold up.
Nikkari: Out here's demon territory. As you know, they'll attack on sight. You might only be cadets, but I think it's time you learned to defend yourselves.
Manabu: Whoa, aren't you skipping a few steps? They don't even have their own phones...
Nikkari: Sure, you're only considered a Hunter when you can wield demons. And that means having a phone with the Demon Summoning Program installed. I'm not telling them to go look for trouble--not without smartphones. But they should be able to hold their own if shit hits the fan. Besides, with war about to erupt, we could use all the help we can get.
Manabu: Still, you can't just send 'em into the wild without phones.
Nikkari: If you're so worried, accompany them.
Manabu: Wh-Wh-Whoa, what now?
Nikkari: You're skilled enough to show them the ropes, plus you can keep an eye on them.
Manabu: ...Oh, brother...
>Nikkari turns to face you.
Nikkari: Consider this a broad overview on the basics of battle. Combat 101. The demons out here aren't that strong, so it's about as ideal as conditions can get for you.
They're not kidding. Katakirauwas are literally the weakest demons in Apocalypse.

Nikkari: Manabu will provide more details once you've approached an enemy.
Manabu: Alright, I'll teach you. Ya boy's got your backs, so feel free to go all out.
Nikkari: Come find me at the fountain the back of the park when you're done. Don't rush, though. Take your time and learn the ins and outs of combat.

Kinshi Park is a fairly small, circular area filled with some low-tier healing items. Medicines, Life Stones, basic essentials for the early game.

No! And I will not be transcribing the battle tutorials,
Manabu: Uh-huh. Then show me what you got!

Like IV,Apocalypseuses the Press Turn system wherein you start with one turn for each party member and hitting elemental weaknesses adds half-turns (causes your current turns to glow instead of disappearing) while hitting elemental nulls takes them away. Glowing turns will always disappear after use, while nonglowing turns can be "kept" (i.e. you get a bonus turn) by making them glow.
So right now our options are limited to two different basic attacks and using items. Katakirauwa's have an elemental weakness to physical attacks and take normal damage from guns, so slicing one gives us another half-turn while shooting does not.

Katakirauwas give 10 XP and drop Life Stones.

This is a Wormwood barrier. We have to attack their core on the overworld to move past them; they're really decorative barriers. The important thing is that they can only be destroyed from the side where the core is showing, so they can only be cleared out in a specific sequence.

Smirk has been modified slightly since IV. This status guarantees our attacks will hit regardless of accuracy changes, are always critical hits, that enemies cannot crit us, nor get additional turns off of our weaknesses. Smirks can be gained via exploiting weaknesses, landing critical hits, or any high-tier elemental cancellation. (Nulling, repelling, or draining an attack. Resistance is not enough.)

Asahi: Think that's enough for now? Nikkari's waiting at the fountain, you know.

I'm 4 XP from a level-up, but at this point all of the Katakirauwas are forced to disappear.

>He nods approvingly after sizing you up. 
Nikkari: That should do, for now. Let's be on our way.

Asahi: Was fighting hard, Nanashi?
>>Nah, no big deal.
Yeah, it really was...
Asahi: You really held your own out there.
Manabu: What the--

Oh, finally.

Manabu: Shit, we're surrounded!
Nikkari: Why're there so many?
>One of the demons emerges from the crowd and approaches the group.
Adramelech: There's been talk of Merkabah's descent from the Sky Tower. We came to see. Of course, after such a long and arduous journey, my soldiers and I find our stomachs howling with hunger. I digress. Word is you humans have started feasting on the flesh of demons. I can't say I disapprove. It's just a law of nature that the strong rule the weak. It's a dog-eat-dog world, after all.
>Adramelech looks over his shoulder at the other demons.
The demons rumble at us.

Adramelech: Besides, you don't expect us to wage war while famished, now do you?
Nikkari: Get ready, here they come!

Adramelech: A world governed by the strong...This is the world Lord Lucifer seeks to create. Which means weaklings like you will be food for the strong.

Um, well. Apocalypsereally has no chill. Legion has an Elec and Light weakness while Decarabia has a Gun and Light weakness, but for the purposes of this Horde battle they're irrelevant. The Lucifer's Minions Horde takes its weaknesses and resistances from Adramelech, making it Ice-weak, Fire-draining, and Dark-resisting.


 >Manabu dies.
Asahi: No!
Adramelech: Might've left that one in the oven too long. Hmhmhm...Boy, you should see the looks on your faces.
Nikkari: Hah!
>Nikkari slips close and slashes at Adramelech.
Adramelech: What in the world? I bet that blunt butter knife couldn't even cut through paper.
>Adramelech looks down at the broken sword, then knocks Nikkari back.

Adramelech: Hmm. Quite the fighter, aren't we?
>Nikkari managed to bury his knife into Adramelech just before getting knocked back.
>Adramelech casually yanks the knife out of his chest and spares it a curious look.
Adramelech: So old...This won't do. Nostalgic value is such a waste. One must constantly strive to embrace the new, the future. And chaos is what will bring it.
>Adramelech crushes Nikkari's knife in a surprising show of strength.
Nikkari: Damn it...You monster!
Adramelech: You must find this all so unfair. In truth, it's no different than you consuming the flesh of demons. It's merely...a law of nature.
Nikkari: You two--run! Forget about the food and get back to the Association!
Adramelech: No, no, that won't do either. I don't much care for giving chase...
>Adramelech unleashes his wicked fire at you.
>Nikkari pushes you out of the way just before the attack strikes.

Nikkari: I'm sorry...I dragged you both into this...
>Nikkari dies.
Asahi: Nikkari! This can't be happening. We have to run, Nanashi. Run!
>You're surrounded by enemies.
Asahi: What're we going to do?

>You die...

Asahi: Nanashi!

Asahi: Noooooooo!






























Soul: Ah, another lost soul...There's nothing for you here...
>The specter disappears.
>It seems you have little choice but to continue along the path.


Oh, I remember this level!


Our downward-winding netherworldly path is populated by spirits, which we can't talk to directly but which speak on their own. The menu and our field weapons are both inaccessible during this sequence.

Several other tracks can be seen converging in the fog, a subtle visual motif. All walks of life ultimately lead to the same end.

>You hear a faint voice calling from farther ahead.


Voice: Can you hear me...?
>>Answer
Stay silent

The gateway is partitioned by the same kind of turnstyles you'd see in any train station in Japan.

Dagda: Welcome to Yomotsu Hirasaka, scenic route to the underworld. Hate to break it to you, kid--you're dead. And that friend of yours is next in line. You've accomplished nothing in the admittedly short span of your life. But together, we could change that. Work for me, and I'll return you to life. It's your call. All I need is your name.
>Accept Dagda's offer?
>>Tell him your name
Walk away
Note that this is another intersection of the player versus their character as a narrative element; Dagda is asking for the player's name in the sense of a "true name," the folklore-mythological component of every individual that gives another absolute power over them. There is Nanashi the character, and then the motive force behind Nanashi that Dagda seeks to control.

Dagda: Excellent. A little something for you...
>You feel a new strength surge through you.

Dagda throws 128 XP at us, giving us 15 points to distribute. There's a lot being packed into a very short sequence here; the player travels to the underworld and exchanges their true name to go back to the land of the living, returning from the trip strengthened by the experience, represented in gameplay by attaining level 4, which numerologically signifies death. (Most of my readership is likely aware of why 4 is so significant, but for the rest--"four" in most East Asian languages is pronounced the same as "death.") This is also a case of ceremonial gift-giving to tie a deal between a deity and man.

We now need to assign our first batch of stats. Strength impacts normal attacks and Physical skills, Dexterity does the same for ranged attacks and Gun-element skills, Magic is a universal stat for magical skills, Agility for evasion and preemptive attacks, and Luck for critical hits as well as odds of ailments proccing, and drop ratios. Like in IV, there's no defensive stats whatsoever. We have 15 points to allocate, and stats cap at 999. (In IV diminishing returns started around 200; we'll see if this is still the case.) HP can't be modified at all by base stats, as it only increases with level, while MP can go up based on Ma increases. The overall level cap pre-DLC is 99.

I have primarily used Magic builds since Devil Survivor. Traditionally Magic cannot score critical hits in Megaten. Smirks have changed that, but outside of Smirk it seems you still can't crit, so for a Magic build the primary stat allocations are Ma and Ag. Luck is important too, but not as important just yet.

Dagda: ...And a little something for me. You're now my own personal Godslayer. From this moment forward, you're nothing but a puppet. MY puppet. Just know, obedience isn't optional. Keep that in mind.

Dagda's powers heal our wounds...and our smartphone.

Asahi: Have to fight!
>Asahi snatches the phone from Nikkari's burnt husk and tries to use it.
Asahi: Shit, shit, shit...App's locked! I can't summon any demons!
Dagda's voice: This is how you humans summon demons? With this...machine?
>You hear Dagda's voice, but he's nowhere to be seen...
Dagda's voice: Down here, in your little demon-summoning device.

>You look down at the broken smartphone you found in Ginza.
>The smartphone has been completely repaired.
Dagda: Good as new. As god of knowledge, fixing such a thing is but a simple task. Now you can summon demons, just your friend there tried--and failed--to do. Dukes up, kid. Didn't bring you back to keep dying at the hands of some scrub.
So there you have it. Dagda is our Burroughs for this game.

>You position yourself between Adramelech and Asahi.
Asahi: Nanashi...? You're alive!
>Asahi looks at you in disbelief. 
Adramelech: Well that's odd. Could've sworn I'd left you corpse-like a moment ago...No bother. I'll just kill you again!
>Adramelech sends another demon at you.

Dagda's graciously added Centaur to our party. Centaur's been redesigned since SMTIV, courtesy of the always-talented Masayuki Doi.
Yoma CentaurA half-man, half-horse creature of Greek lore. The top half is human and the bottom half is a horse.
They are often depicted as wise and noble mentors of heroes. A common theory about their origin is that a non-riding culture saw men from another civilization mounted on horses and thought them to be half-horse.
The Lucifer's Minions Horde is weak to Centaur's Bufu, so we can score additional turns out of it. The optimal route is to use Next on the player character's turn to pass the baton over to Centaur (turning the current turn into a half-turn but not losing it) and having Centaur use Bufu to score a half-turn, letting us get in a total of one Physical attack and two Bufus rather than two Physicals and one Bufu.

The Horde's Agi +6 and Agilao +6 can certainly wear Centaur down in about three phases on War, but we have enough Medicines and Life Stones to keep him topped off.

A Smirk by Centaur leads into a guaranteed critical hit Bufu, which seems to give us a huge edge...before an unlucky miss by the player character loses us all of our remaining Press Turns, and a crit off of Adramelech's multihit Physical slays Centaur, leaving the hero open to an all-out assault.

Dagda: Take this power, kid. Put an end to this farce.
Dagda automatically revives us at full HP.

But that's dumb, so I restarted and resumed Bufu'ing. Regardless of whether you die or you wear Adramelech down by ~200 HP, the event proceeds as scripted.

Adramelech: Seems I've lost my appetite. Think I'll take my leave now.
We get 78 XP each and a Revival Bead.

Asahi: ...
I...I...
I was so scared, Nanashi...Oh, Nikkari...Manabu...
>Asahi starts sobbing uncontrollably.
>What will you do?
Comfort her
Ignore her and leave
It would be unreasonable to say that I haven't known Nikkari and Manabu for long. I've been with them for around four hours of game time, probably longer than most Apocalypse players would spend with the two. But I'm also already accustomed to the rules that IV's Tokyo operates by; deaths of this kind are casual experiences. I was much more moved by Kaga's death than Nikkari's, despite them being so similar in execution.

Hunter morality dictates leaving Asahi to herself, rather than shame her with pity. Losing Nikkari and Manabu is to be expected when death is the norm underneath the Firmament. But she's also already reached out to us, and turning that down would be far worse.

>>Comfort her
Asahi: I'm okay...I'm okay...
>You help Asahi to her feet as she wipes away the last of her tears.
Asahi: Thank you, Nanashi... You...saved us. But...
>Asahi looks at the ravaged remains of Nikkari and Manabu.
>Both bodies are charred beyond recognition.
Asahi: I'll use Nikkari's phone to text the Association, let them know what happened. Let's get back to Kinshicho. We should tell Dad ourselves.
>Asahi clutches Nikkari's smartphone to her chest.

>Now that Dagda's fixed your smartphone, you can freely use all of its features.

Asahi: Is everything alright, Nanashi? You seem...different. No, never mind. Wait, you were able to summon demons. I guess that phone wasn't broken? I couldn't even get the program to work. ...I know what I need to do now, Nanashi. C'mon, let's go see my dad--Boss.

>>Talk to Boss
Asahi: Dad...
>You tell Asahi's dad about what happened in Kinshi Park.

We get 31 XP for completing this quest.

Asahi's dad: Don't worry about a thing. I sent a team of Hunters to recover the bodies. You guys just take it easy.
Asahi: Dad...I mean, Boss. I need to talk to you about something.
Asahi's dad: What is it? 
Asahi: Please, make us official Hunters!
Asahi's dad: ...
Asahi: Nanashi can summon demons. And now I have Nikkari's phone! I can fight! We need to become Hunters, if only to honor Nikkari and Manabu.
>Asahi's dad makes a pained face.
Asahi's dad: Come on now...I can't do that. You're still kids. That's no life for you.
Asahi: Angels and demons are about to turn Tokyo into a warzone! You're going to need as many Hunters as you can get.
Asahi's dad: That isn't something you should have to worry about. I never asked you to be Hunters, dammit.
Asahi: What is your problem!?
Asahi's dad: Enough, Asahi! Hand over Nikkari's phone.
Asahi: ...
>Asahi storms out.
Asahi's dad: ...Come on now...Could you talk some sense into her, Nanashi?
Nod
>>Say you'll give it some thought
Asahi's dad: I'm counting on you.
>You slowly head off after Asahi.
I'm baffled by this plot thread. We're having a Little Mermaid father-daughter conflict over what's essentially a paperwork issue when the same characters don't know where their next meal is coming from, and corpse-looting is a key aspect to daily survival. IV had goofy moments, but this is ABC Family drama in a game where I just came back from the dead by selling my soul over to a deity of druids.

>Asahi stomps her foot angrily.
Asahi: I've made up my mind. We need to prove ourselves. Show my dad we're not just kids anymore! Uh...Got any ideas?
>>"We could recruit our own demons."
"How 'bout you come up with one?"
Asahi: Knew I kept you around for a reason! Like Nikkari and Manabu said: Can't be real Hunters till we have our own demons.
>"Let's Get Some Demons" has been accepted.

Asahi: Okay, let's go find some demons! We'll slip out the South exit, through the shopping district.
We'll continue into real gameplay next time. Let's stop and consider some of the themes we've seen thus far;
  • Veteran elders versus inexperienced youth. We have the immediate contrast of the lionized hero Flynn versus the literally no-name Nanashi, but also Asahi's father versus Asahi herself, Nikkari and Manabu to their two cadets, and the Hunter-worshipping children to the Hunter Association.
  • Coming-of-age. The sheltered Nanashi and Asahi are transitioning through their metaphorical genpuku ceremony, donning armor and venturing out into the world of demons to become Hunters. (Mind that Hunters in IV were culturally interchangeable with Samurai; this game's datalog even calls out that lack of a difference.) Their actions are to varying degrees sanctioned by their elders, but as of now they're now deliberately pursuing aspects of adulthood that have been forbidden to them.
  • The communal versus individual. Most of the dialogue and dialogue options we've seen are about how the player relates to their community. Do they hold contempt for those around them, or do they celebrate them? Does the player respect Asahi's father for taking them in? Will they comfort Asahi, or leave her to her own?
  • The loss of the player's identity as Flynn. IV hammers it in both through storyline text and NPC dialogue that Flynn is his own person, and other dialogue options seem to focus on whether the player has been truly "playing a role" or inserting themselves into the world of IV. (And whether or not they'll continue to do either of those things in Apocalypse.)
  • Changing ethics. Because of the player's inherently biased position as a Tokyoite, the Law-Chaos divide is irrelevant to them now. Lucifer and Merkabah are already the enemies of Hunters and will likely always be their enemies. For Nanashi, there can be no moral axis inside of these groups, which is cemented by Nikkari and Manabu's deaths. The heavily made-up woman's dialogue alludes to such an idea, with a comment that exists entirely outside the previous game's axis. It's Neutral in its core message (in-group Tokyo membership) yet Chaotic in phrasing (need of power) and Lawful in means. (Depending on an exterior source, Flynn.)
These are all ideas befitting of a sequel presenting itself critically, but there are already issues with execution. While the elders versus youth concept is a solid foundation to contrast the new hero with, the practical issue with this is that Flynn is ridiculously young for a messianic figure. (Jesus saved the world in his thirties, for crying out loud.) You don't know anything when you're eighteen, and writing a significant age difference around Flynn makes Nanashi and Asahi the youngest non-DemiKids protagonists in the franchise. This makes the conflict between Asahi and her father come off as a bratty teenager getting in over her head, rather than a a young woman seeking any kind of reasonable independence.

Next chapter: The Laws Laid Down

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