Got the Holy Symbol relic. It’s a snorkel. You, too, can “enjoy” the frustrating emptiness of the submerged parts of the Caverns. But you’ll go there anyway, because you need map completion percentage. Continue reading Castlevania: Symphony of the Night Part Four: Reverse Moon
Clock Tower – Monster Spotlight: Karasuman and the Skull Lord, a giant, well-drawn and animated chattering skull.
Enemies flash green when you hit them with a weapon or elemental attack type that they’re strong against. I don’t think I really appreciated that detail before.
IT’S OOOVER (flails)
That was perhaps the most bittersweet ending of the Shin Megami Tensei games I’ve played. It reversed my opinion on all of the game’s BS… even Mem Aleph.
I’m tempted to rate Strange Journey a little above Shin Megami Tensei IV, which I liked, but don’t found very memorable, and equal to Shin Megami Tensei: Nocturne.
Some fans nicknamed Jimenez “Mexican Junpei”. 😛 Continue reading Shin Megami Tensei: Strange Journey Final Stats, Thoughts, and Trivia
April 24, 2013: Very Odds and Ends
Some weak demons can lead to unique fusions.
Huh, we’ve made most of the armor in this game.
Vile Samael says he has many names.
April 14, 2013: Grindy-grind. Yawn.
Even the doors in Horologium open with a brutal heaviness.
Horologium? Sounds like someone has a Horo-loogie-um.
March 19, 2013: The Grus Grind
This dungeon is annoying~ The enemies are brutal, navigation is done mostly through warp tiles, and it looks like palette-swapped versions of earlier sectors. Gawd.
March 12, 2013: Finally, the Mother of All Demons Is Dead
Would it have killed them to put another elevator in Fornax?
March 4, 2013: Them’s the Pits – Literally
Fornax has one-way doors and some pits.
The sector looks kinda cool, but seems to have human silhouettes on the walls…
February 18, 2013: Arachnes are kinda sexy. Wait – where the hell are their strings coming from?
If you have Kurama Tengu, you can get some high-level fusions with him.