Benggo

2025-11-12 14:01

When I first booted up Shin Megami Tensei V: Vengeance, I expected the same brutal challenge that defined my 80-hour playthrough of the original release back in 2021. I'd braced myself for the familiar tension of navigating the Da'at wastelands, where one wrong move could lead to a devastating game over screen. To my genuine surprise, that initial playthrough on the standard difficulty setting felt... smoother. Not necessarily easy—let's be clear, this is still a Shin Megami Tensei game—but notably less trying. This got me thinking about the nature of difficulty in gaming, and how developer Atlus has masterfully recalibrated the experience in Vengeance, creating a title that feels more accessible without completely sacrificing its punishing soul. It's a delicate balance, one that mirrors the strategic finesse needed to succeed in the game itself.

Now, I want to be upfront about my bias here. Having already conquered the original SMT V, I entered Vengeance with a significant advantage. I knew that Fomor's weakness is fire, that a Leanan Sidhe will almost always try to charm your party, and exactly which corners hide those deadly Mitama demons. This pre-existing knowledge probably accounts for a solid 40% of my perceived reduction in difficulty. It's like having a detailed map of a minefield; the danger is still present, but you know exactly where to step. However, to attribute the smoother experience solely to my veteran status would be a disservice to the numerous quality-of-life improvements Atlus has implemented. The game itself has fundamentally changed. The new innate skills that many demons possess add another layer of strategic depth right from the get-go, allowing for more versatile party compositions without excessive grinding. Then there are the new Miracle buffs, which feel more impactful and attainable, subtly tilting the odds in your favor over the long haul.

Perhaps the most game-changing additions are the new Magatsuhi skills. These ultimate abilities, activated when a special gauge fills, have always been pivotal, but the new options in Vengeance are, frankly, extremely helpful. Some of them can completely turn the tide of a boss fight that's on the verge of collapsing into a party wipe. I found myself relying on them not as a crutch, but as a calculated, core component of my strategy. Combine this with the little boosts you can get in the Demon Haunt—extra items, stat increases, and other perks—and you have a player character who feels more empowered from the mid-game onward. And let's not forget the save-anywhere feature. This single addition does more to reduce frustration than any combat tweak. No longer are you forced to replay 20-minute stretches because you couldn't find a save point before an ambush. It respects your time, plain and simple.

All these elements coalesce to create an experience that is generally nicer to the player. Whether that's a good or a bad thing is entirely subjective and speaks directly to your personal taste as a gamer. For players who were initially intimidated by the original's reputation, Vengeance is the perfect entry point. It teaches the game's ruthless mechanics with a slightly softer touch. But don't mistake "nicer" for "easy." The core DNA of Shin Megami Tensei remains intact. I learned this the hard way, getting absolutely wrecked in a random encounter that went south in a single turn because I got careless with my press-turn management. The margin for error is wider, but it still exists, and the game will punish hubris without a second thought. You absolutely must still play wisely, fuse demons strategically, and exploit enemy weaknesses. The training wheels are off; Atlus has just padded the corners a bit.

For the masochists among us—and I count myself in that group—the developers haven't forgotten you. The new "Godborn" difficulty, unlocked in New Game Plus, is their love letter to struggle. I've dabbled in it, and "absurd" is the only word that does it justice. We're talking about enemies that can one-shot your entire party from full health, stats that seem mathematically impossible, and a demand for perfection that makes the original game's "Hard" mode look like a tutorial. It's a bloodbath, designed specifically for those who find solace in digital suffering. This dual-layered approach is, in my opinion, a masterstroke. It allows Vengeance to be both a welcoming gateway and a brutal gauntlet, catering to two distinct audiences within the same package. It acknowledges that player skill and desire for challenge exist on a spectrum, and it provides compelling content for both ends. In the end, my time with Shin Megami Tensei V: Vengeance felt like a more refined, more confident version of a game I already loved. It's a testament to the idea that difficulty isn't just about making numbers bigger; it's about crafting a fair, engaging, and deeply strategic experience that respects the player's time and intelligence, whether they're a first-time summoner or a seasoned veteran of the apocalypse.


bingo app
benggo rkp('event', 'LEAD'); Paramount Pixel bingo app benggoBenggo©