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I've never actually played a canon SMT game, so I don't know about that at all. I remember playing Persona, and it being a little grindy for my tastes, but I would place Devil Survivor somewhere in between FE and FF Tactics for extra level density, and grinding is pretty much a non-issue.
Most non-Fire Emblem SRPGs like to buffer the story missions with tons of optional side missions, which can shoot gameplay time through the roof, but tends to bore me after character progression slows down. Most of these levels are only available to qualify you for the interesting story missions. FE, on the other hand, just has longer levels with more pieces, and doesn't have any chaff missions.
Devil Survivor hits it somewhere in the middle. There are more missions than an FE game, but most of them are MUCH shorter than FF Tactics or Valkyria Chronicles missions. Most of the strategy comes in between missions as you fine-tune your team to counter what you'll run up against in the next level.
Properly speaking, most of the levels are just 3v5 skirmishes, and they almost all tie in to the story. There are between three and five in one "day" and about as many in-game days as FE chapters. I was able to push through 2/3 of DevSur1 in one big sprint.
If you end up giving it a try, Blazer, tell us what you think about the pacing. That's such a hard thing to get right in SRPGs. FE nails it, and that's why it's so great. I think that DevSur is pretty close, but second opinions are always helpful.
I know that this is a bit of a necropost, but I stumbled across this thread, and couldn't resist.
Majin Tensei has been updated, localized, and serialized under the working title "Devil Survivor" twice for the DS, and again for the Wii VC. It's an isometric Turn Based SRPG, looking like Disgaea or FF Tactics, but has modular stat building. The gimmick is that each character represents a party of three, who fight all at once when you attack an opponent, or when they attack you. If they pick any other SMT sub-series, I will be shocked. Why? I'll explain.
In Devil Survivor, you have a party of three hero characters. Each one appears on the battle map, and when they level up, you assign them new stats. They are flanked by your choice of two friendly monsters, who you train and fuse with other monsters (that you can buy or draft between battles), to make progressively better monsters with more diverse skills and attacks.
If they cross over with Fire Emblem, but keep the Devil Survivor gameplay, the FE characters could be the central "hero" fighters, still flanked by the summoned monsters, etc. They might also have the FE characters just be OP unaccompanied characters, and give them higher stats.
QUOTE (Blazer @ Oct 4 2013, 01:07 PM)
stats in SMT are generally much higher so yeah, I always liked how smaller-scale FE was compared to most RPG's, made it unique and easier to keep track of and also makes stats feel much more relevant
I couldn't agree more. One of my biggest disappointments was the transition from Guild Wars 1 to Guild Wars 2, where stats caps went from 21 to 18,000, respectively. In the SMT:Persona series, stats got pretty high, but in Devil Survivor, the cap tended to be ~100. Which is still very small for a modern JRPG.
I'm thoroughly convinced that the two IPs have enough common ground for a good game, and the movement styles (one attack, one move, user picks the unit order) are the same between the two games. I'm excited to see what Atlus and Int. Systems' collaboration produces!
I've been browsing the various WIP pages, and there looks to be a lot of talent. Boney and Rujio put up some pretty solid music, and there are too many graphic projects up for me to call out names in particular, since I haven't seen nearly all of them.
I know it's slightly off topic in an intro thread, but if there are any projects that need soundtrack work done or text and dialogue review, I'd love to do that. Just PM me.