by Temujin
Lucifer’s Call or, Shin Megami Tensei: Nocturne if you're from another continent.
This is an RPG that diverges quite widely from most others I've played. You have just one permanent member of your party, you recruit others (demons) by talking to them, buying them or possibly through other means (I've got a long way through the storyline, but not finished it yet). This means there's very little main character/plot-related dialogue (and no voice-acting) compared to most rpgs. However, by chatting to your run-of-the-mill NPCs you can find out quite a lot more about the Vortex World.
The Vortex World is essentially Tokyo following the Conception which destroys the world as we know it. VW is infested with demons and about half a dozen humans try to gain enough Magutsuhi (probable typo) to control it. Magstuff is essentially powerjuice for demons, to be crude. Whoever gets enough can decide how the world to come will be. It could be a haven for the strong, a place without emotions or something entirely different. Little decisions you make along the way will affect which of 7 potential outcomes you acquire first time through.
Because of the lack of a more traditional storyline (many cutscenes and a plot spoonfed to you) the emphasis here is on exploring on your own and gleaming information from various 'people'. In addition, the gameplay becomes more important than in your stereotypical rpg. Which is a good thing because if rpgs were sex, this would be a 13 hour romp with Angelina Jolie and all of Girls Aloud.
As stated previously your party is comprised of your own permanent, non-descript character and 3 demons, as well as a number of demons that are not in your party. You can summon these during battle or re-order your party outside of it. Your own character gains 1 point in one of the 5 or so basic stats (Strength, Magic etc) which you allocate every time you level. These stats are also variable accoridng to which Magatama (freaky little insect) you've ingested. These Magatama raise your stats, never lower them, and can give you new skills, restore your character/party or poison/curse you when you level. They also afford immunities and weaknesses to various attacks, making good use of them invaluable, particularly in boss fights.
Then we have the demons. When they level up, their stat increases are allocated automatically, and they have preset skills to learn. However, sometimes when you are experienced enough they will show 'Signs of Change'. Level them up twice more and they'll become a new, superior demon with a higher level, better stats, and probably some new skills to learn. You can also fuse demons together, combining skill sets (there's a maximum of 8 skills per demon, including your character, so you can't simply fuse 4 demons and end up with 32 skills), usually creating a whole new demon. Clever use of demons, utilising their strengths, is another key point of gameplay.
So, why is the gameplay so different to an ordinary rpg? Simple. You're playing FFX. A monster absorbs fire. You cast fire, notice thise, and don't cast it again. You're playing Lucifer's Call. You cast a fire spell. The fiend absorbs it, you lose all your turns (you have 4, but can 'pass' to lose just half a turn), and the enemy kicks your arse. Likewise, attacking with an offensive the enemy is immune to costs you 2 turns. But, this works the other way around too. So, if you're on the verge of death and the enemy attack you with something you can absorb, you can be right back into the fight.
So, what about that staple of rpgs, the sidequest? Well, Lucifer's Call has quite a few, some of which stand out a mile (the entirely optional Labyrinth of Amala being the most obvious, which, incidentally, can lead to many juicy plot snippets) and some of which are altogether more subtle. This is not a game of heavy hints, by and large, you need to search high and low for quests, demons and items, as well as Magatama.
The dungeons are well-designed, but aren't graphically on a par with FFX or Shadow Hearts Covenant. However, they are infinitely more cunning. Remember pitfalls? Not only do these devious contraptions return, but so do one-way doors, teleports and even on one occasion magic devices that turn the building upside down. You'll fight lots of battles, probably more than you'd like because you'll meet enemies very often. However, the frequency of encounters can be decreased by using items or a skill, which is very useful.
So, how good is it? Pretty damn good, and a nice departure from 5-9 semi-identical characters. The demons are drawn from various mythologies and this adds a nice touch, and the extremely high level of customisation you can exercise over your main character allows the player to tailor their main man to their specific tastes. The dungeons are creative, though battles are a little too frequent for my tastes. The idea to keep the spoonfeeding of the plot at a bare minimum is one I like, and you can always find out as much as you like by exploring and completing the Labyrinth. On the downside, no voice-acting, which is better than FFX's voice-acting but worse than Metal Gear Solid or SH: Covenant's. No juicy FMVs and the graphics, whilst good, are rarely spectacular. The fights are genuinely tough and sometimes can be frustrating, but the pleasure of finally beating the boss who slew you half a dozen times is something rarely experienced with the likes of FF.
9/10, and it's only £12 from Amazon.