
Become a mighty demigod and battle through a decimated Tokyo in a war between angels and demons. Make new allies along your journey, engage in intense, turn-based combat, recruit hundreds of demons and forge your own path to dictate the fate of all existence.
Most likely between $2.6M and $7.5M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $17.99 | 92% | approximately $4.4M |
| PlayStation | $59.99 | 95% | — |
| Xbox | $59.99 | 96% | — |
| Nintendo | $59.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
unfortunately, I have given up on this game. I've finished the first area. The grinding and story felt like a huge slog. I've read that it gets good after the 3rd area the demon system is pretty cool, lots of demons to use and see. But im good, i dont see reason to play something for hours just to maybe start enjoying something
悪魔の育成対戦より探索してる時間の方が圧倒的に長い アクションゲームとRPGが7:3くらい 収集要素を全てスルーしたらクリア時間は短いと思う
sb游戏,玩家是玩游戏还是做作业?打个b弱点闹麻了。稍微沉浸进去就忘记随手保存,然后被路边一条一脚踢死直接回到一小时前。手柄反馈也没有,画质也依托,不知道的还以为玩的是2014年的游戏,之前的暗喻幻想也是依托,sb阿特拉斯就该死
This was my first SMT game and it was genuinely great. It was a lot of fun :) Anywhere from the Story, Gameplay, Characters, World Design and Visuals. It feels completely unique and unlike any other Atlus game. I'll go over each one. Story: The concept of slowly achieving demigod status in a land barren of life due to the destruction caused by the war between Angels and Demons is genuinely such a sick idea. It feels like a complete 180 from the stories of Persona/Metaphor and I think its pretty refreshing. I played the Canon of Vengeance route so I can't speak for the other route but it was really solid overall. Gameplay: The more I play non Persona titles the more I think press turn is the superiour system, It genuinely feels more fun and engaging in any way. It feels like I have to think more about what I do and I get rewarded if I play well and punished if I play poorly. I would like to see press turn in a modern persona game one day, I think it could be a nice change of pace. The addition of Compendium Fusion is a great feature and hopefully will become a must have feature in all future Atlus titles, it is genuinely so simple yet so genius. It makes the act of fusing a thousand times more enjoyable, the fact that you no need to look up a fusion calculator online is so nice. I ended up fusing roughly 82% of the total compendium which is way more than I usually do in other Atlus titles, by the end I kept fusing not even because I needed new demons but just because it was fun and I felt like it, I just really liked fusing lol. Demon negotiations are also quite fun. Difficulty wise it felt kinda weird, the beginning was kinda challenging but after I got to the mid and then late game and got access to more powerful passive and skills I ended up dying less and less to the point that I barely died at all. It was also around the time where I got pretty OP and was able to decimate through everything in my path with relative ease. But then again I won't lie and say that it wasn't fun lol. I do wish however that you could swap from Normal to Hard difficulty midway through a playthrough. The game wasnt too grindy but I do wish it was easier to get money, I found myself constantly running out of Macca after like 3 fusions :( It wasn't the end of the world and it made finding Macca that much more exciting but I do wish it was easier to get Macca. compare that to Persona 3/5 where you can end up with Millions of Yen without any problem. Characters: The characters were really cool and memorable, I genuinely loved a ton of them. [spoiler] Anywhere from Tao and Yoko, to Yuzuru and Miyazu to Aogami and Tsukiyomi to even some demons like Hayataro and Amanazako. [/spoiler] They all brought something and I felt like they were all a great addition to the game. I cared about all of them and I was invested in their story. World Design and Visuals: The world genuinely looked great, I loved the artstyle of the ruined Tokyo and every place felt similar but also unique enough to explore. It was also relatively straightforward to navigate but I did find myself frequently saying "how on earth do I get up there" every time there was a miman/treasure/amalgam in an awkward location. But usually the solution was to just keep exploring and you will most likely find a way to get up there. Overall I would recommend this game if you're looking for a JRPG to play and if you've liked previous Atlus games you'll most likely enjoy this one. But you could probably start with this one as your first Atlus game and you'll still enjoy it. I would like to play more SMT games one day, they definitely look fun :)
枯燥无味真无聊啊,阿特拉斯的游戏无论画面还是玩法战斗系统地图设计都还活在十几年前,根本跟不上时代了,纯小众粉丝哥玩的游戏,路人别买,这地图和战斗刷级效率你就玩吧一玩一个不吱声
If you enjoy hardcore rpgs, this may just be the game for you. As someone who feels very neutral about hardcore rpgs, all other aspects of the game, the story, the map exploration, and the characters were just... okay. So not the game for me. If you're interested, at least try out the demo first.
搭配豪华版的御魂把等级控制在和主线接近的水平省去了很多重复的刷刷刷,让整个游戏流程变得非常流畅。我认为游戏的长板在于大地图的探索以及仲魔的合成培育,随着主线推进不断合成仲魔、搭配技能的正反馈让人欲罢不能。美中不足的是身为JRPG,乏味的主线剧情如同鸡肋一般食之无味,好在长板对我来说足以兜住剧情方面的短板。
Imagine persona 5 BUT it has gameplay
SMT V starts strong. Learning affinities, exploiting weaknesses, managing resources and fusing new demons is genuinely satisfying. But once I understood the system, I started enjoying it less. Many demons reuse the same skills, while difficult bosses often feel more like a check on whether you brought the right team than whether you played well. That means repeatedly rebuilding, fusing and optimizing, only for that team to become outdated again soon after. The story is unusual, but too plain to carry the experience for me. I would recommend it if you enjoy constant theorycrafting and treating every boss as a team-building puzzle. If you prefer stronger party attachment or difficulty that rewards execution more than preparation, I wouldn't recommend it. For me, the optimization eventually felt like mandatory work rather than meaningful progression.
メガテンはファミコンの1が初プレイのおっさんです 正方形のブロックがウネウネ動くステージだけは不快すぎて辛かった 画面を見ていて吐きそうになったゲームは初めて 過去作に比べて合体の条件が厳しすぎて終盤の全能感が全くない 面白すぎて一気にやるゲームではなくて惰性で最後までやるゲームという印象