Megami Tensei II: Japanese Intensifies
Circe here! One thing I wanted to note before we get started is this game's opening, since I didn't really talk about it in my first post. This opening doesn't appear to be skippable, so every time you boot up the game, you're greeted with the image of a missile descending upon Tokyo, then a huge face looming over the city, followed by a billowing mushroom cloud. The image cuts to static, which then transitions into the title screen. It's an evocative and unsettling image, and one that the game makes sure to remind you of each time you power it on.
That said...we left off having won a video game and unsealed Pazuzu. Our shelter is being invaded by zombies, which sounds like a great time to make our exit. Unfortunately, this is where my extremely loose grasp of the Japanese language starts to make things tricky. The first problem I ran into is that when I went to the armory I did not understand that I had acquired two guns, so I spent some time wandering around unarmed, which made things quite difficult. It also took me some time to find the option to recruit demons, since that was moved out of the COMP menu. Perhaps predictably, demon negotiation has been a bit rough, but I can't tell if it's because I can't read Japanese well, or the game is just very picky about it, or both.
The shelter proves to be a very small dungeon, so it doesn't take long to explore. Unfortunately, unlike the Tower of Daedalus, it affords you no safe zones, which really sucks. If anything, it feels like this game's beginning sequence is much less forgiving than Megami Tensei's, forcing you to find the clinic while dealing with monsters, not even giving you a place to revive teammates in the shelter, and on top of that, your friend learns magic but either can't learn healing spells yet or not at all.
Luckily, it is possible to leave the shelter and find a Heretic Mansion in a nearby town, where you can bring people back to life. Which is good, because the first boss, Nebiros, hits hard, and it took me quite a bit of wandering around before I figured out how to beat him. Perhaps I should've expected this, but you do actually have to recruit demons to have much hope of winning, because he can take you out pretty quick otherwise. I was hoping to pull together some strong demons, but truthfully, Nebiros doesn't have much HP and what you really need more than anything is some meat shields so you don't game over. Sucks, but it gets the job done.
Once you take out Nebiros, you can poke around the shelter and find your friend's girlfriend, who gives you a Flame Talisman, which will let you cross a body of water on the back of a turtle...I guess? Look, I did not parse enough Japanese to figure out why, but that's what happens. From here it looks like we have a bit more free reign to explore the overworld. Going forward, the overworld and towns are seen from a top-down perspective, while dungeons are in the first-person view we've come to expect from Megami Tensei.
It looks like, rather than just big dungeons, there are now smaller spaces to poke around in and explore, like abandoned buildings and tunnels. So things are likely to be a bit more broken up between overworld exploration and dungeon crawling, as opposed to Megami Tensei where you are trapped in a series of monster-filled boxes the entire game. I'm not complaining; we could probably use the fresh air.








