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Shin Megami Tensei V: Vengeance – The Chaos I’ve Desired

Posted on June 26, 2025 - June 26, 2025 by Malykris
The current image has no alternative text. The file name is: The-Nahobino.jpg

Prologue – The Coming of Vengeance

Shin Megami Tensei V Vengeance is everything that the original version of the game was supposed to be back in 2021. I could say this is a review of the game, but I’d honestly say that this is me nerding out about my experience with Vengeance when I finally finished my second playthrough. While I may mention some points regarding the game’s development, rather than bringing up the old topic of what the original release was like, I mainly want to focus on things I really loved about Vengeance.

That being said, I want to make mention of the time when Vengeance was announced. Keeping my ear to the ground, I began to hear rumors of a second release of SMTV and even that it would have the secondary title of Vengeance. While there was some hesitancy from my own feelings of the original release, I felt that it was expected to get a director’s cut release like many other previous Atlus released games, and that this is one that may have been sorely needed. Then I saw the trailer and I could see that this would be something more than just a director’s cut release. The trailer showed off various new scenes, abilities, demons, features, all with this tone that felt angrier, yet within the mystical and primal nature of SMT5. It was clear that the special sauce that makes an SMT game, what was missing from the original release, it was now here. The following interview from the developers would state that, in what we surmised from documented interviews of SMT5’s development and the resulting original release, there were concepts and ideas they had for SMT5 that didn’t make it into the original release. Vengeance would allow the developers to apply a good portion of those concepts.

Leading up to the release of Vengeance, the opening that would play when you booted up the game was given out and it perfectly captured the tone that would pervade the new tale of the Canon of Vengeance. It had dawned on me that something the original release was missing was an opening movie. This would be the first indication that Vengeance is the complete version of SMT5. I had different ideas on how and when I would purchase the game, which is why I didn’t preorder it. Ultimately, I did buy it on day one, actually managing to get myself the preorder bonus of the very beautiful steelcase that showcases both the Nahobino and the Qaditsu, the four new demons that would serve as the “antagonists” of Vengeance’s story.

The Canon of Creation – How it felt this time around

Out the gate, when you begin the game, you are in a dream sequence and shown a girl floating in space in a fetal position, being given two options – to take her hand or to leave her in this space. Usually, in Atlus re-releases that are considered definitive editions or director’s cuts of previous games, the new content would be woven into the story of the original game. In the case of SMT5 Vengeance, this breaks the norm by providing the story of the original game as its own route, known as the Canon of Creation. The new tale that is special to this version of the game is referred to as the Canon of Vengeance. It was in this moment I realized the primary thing that was actually missing from the game’s original story – a chaos route. For the uninitiated, SMT games are often structured in an alignment system that determines the ending of the game, broken down into two primary alignments – Law and Chaos. While it’s strange to say that SMT5 was missing a chaos route despite the original game having a chaos ending, looking at them again, the Canon of Creation, even by name and the context of the story, feels it fits within the themes of a Law route. This makes the action of choosing your ending rather than being subject to the alignment system of previous games make more sense as it provides you control over the fate of the universe.

The first choice I made was to go through the Canon of Creation. This was because I didn’t finish SMT5’s original story, having only made it to the end of the third area. I wanted to finish what I didn’t the first time around before jumping into the Canon of Vengeance. Upon the first throws of combat, I could feel the level scaling was changed for the better, feeling like I was fighting on much fairer ground. I constantly was yelling the words “I’m back!”, in this state of euphoria of playing the RPG I wanted all this time out of SMT5. But in addition to that, I didn’t realize how much I missed running around Da’at Tokyo and feeling like this transcended being that’s able to take down the most powerful of demons, angels, and gods.

Something I didn’t have from the original release was the DLCs of the game either. It seems like a minor item to make note of, but one of the DLCs of the original release included fights and fusions for the Fiends of SMT3, with a final fight against the Demifiend himself as a superboss. SMT5 Vengeance decided to include all the DLC of the original release, with the previously mentioned SMT3 fights, as well as fusions and fights against Artemis, Cleopatra, and Mephisto, as part of the game. The odd part was none of the DLC felt like shoehorned content. While that does bring up the topic of DLC potentially being content they decided to leave out and sell for additional money, it felt nice to have that content be part of the game rather than still having to pay extra money for it, especially for the players who purchased the DLC for the original game and don’t have to do it again a second time.

From going on new sidequests, to the inclusion of demon haunts and talking to demons I recruited, the game simply had this air of feeling better. By the time I got to the end of the Canon of Creation, while I didn’t have the ability to defeat Shiva and unlock the secret ending of the game, I felt satisfied with that first playthrough, ending at 81 hours. The funny thing is that the ending I went with didn’t have me fight the game’s final boss, sending me straight to the credits and watching the result of my actions. Watching the Nahobino walk across the expanse of the universe towards the somber and exhausted ending song, it felt like this end for myself alone was satisfying on a base level. If someone were to just play the Canon of Creation with all the features that Vengeance brought, I’d say it’s a solid experience. But having gone through the Canon of Vengeance, I’d say that the entire SMT5 Vengeance experience is complete once you’ve gone through both routes.

The Canon of Creation will help introduce you to characters and build a base relationship with each of them, particularly with that of Aogami, the proto-fiend the protagonist is fused with to become the Nahobino. Additionally, there’s explanations behind motivations of the actions of the various gods during the events of SMT5 that continue to happen in the background of the Canon of Vengeance’s story. If you were to go in without the understanding of those motivations, it may feel like you missed something. But I would say that the Canon of Creation helps elevate the Canon of Vengeance by the fact that instinctively, the player will look out for differences with the story and see how each difference further changes the story to make itself not a re-write of the original game’s story, but its own parallel tale.

The Canon of Vengeance

In my second playthrough, now having access to New Game Plus, I decided to go with the “Newborn” playthrough, in which I start at level one and retain only a few unlocks and my demon compendium registration. The idea was to go through the Canon of Vengeance with almost an almost fresh playthrough, but retaining some of my accomplishments from my first time around as completing the demon compendium requires multiple playthroughs.

In taking the girl’s hand, I come to learn that this girl’s name is Yoko Hiromine, a brand new main character that is very central to the Canon of Vengeance and serves to be the Chaos representative in opposition to Tao Isonokami, who now serves as the Law representative. While things don’t seem too different from the beginning of the game, I do notice Yoko’s presence…and that of a new dangerous demon that she helps fight as essentially Canon of Vengeance’s first boss. Were I not already well versed in SMT5, let alone SMT’s combat systems across the games, Glasya-Labolas would’ve been an extremely difficult wall to climb over. From beating him, with having an amazing boss track of his own, the game now shifts to a new main battle theme.

Tangent – Music

Something that was generally concluded about the original game is that the music was indeed good, including a total of 117 tracks. The battle theme of the original game was something I often listened to, with it being a combination of somber, upbeat, and unusually tired. It perfectly encapsulated the struggle of fighting against powerful beings as being one yourself. My favorite track of the original game was its major boss battle theme, “humans, demons, and…”, which was explosive, capturing the dangerous and emotional nature of the battle itself, incorporating a motif of the main battle theme, while relying heavily on the fast-paced guitar to keep you on your toes.

What Vengeance brought to the table was 89 new tracks that would be used alongside the original tracks. From the opening movie, to Yoko’s theme, and of course all the new battle themes, there were so many notably powerful songs that had this edge the originals didn’t. Again, I felt this was a result of the tone of the Canon of Vengeance being Chaos themed in nature, and the music needed to match that while still sounding like it’s within the musical themes of SMT5.

Aogami

Watching changes from the story as it progressed, especially with more focus on the storyline around Sahori and the unfairness of the ending result of that incident, made everything more impactful. Being able to fight alongside Dazai, Yuzuru, Tao, and Yoko did help build a relationship with them more in gameplay. The story finally decided to let them breathe together a little better and upon the end of the second area, I was left in shock of what happens with the Fairy Village. One of the biggest changes comes down to area 3, where instead of going to Chiyoda like you do in the Canon of Creation, you instead go to Shinjuku to chase down the Qaditsu. This brings about one of the most powerful moments in the story, from Miyazu deciding to stay with the Egyptian gods so Yuzuru doesn’t have to worry about protecting her anymore, to the final battle against the Qaditsu. I was left brutally hurt by Aogami being sacrificed and Yuzuru’s death. The helplessness of the situation further added to the theme of Vengeance, now putting us on that path and resulting in the new fusion of the protagonist with Tsukuyomi.

This is definitely a part of this whole little love letter to SMT5 that is the hardest to talk about and I’m just letting myself go full stream of consciousness for this one. I don’t think any of us truly appreciated Aogami until this moment. It finally clicked in who he was to us, both the protagonist and the player. This was a being that, when met with the protagonist, questions our actions. It’s not because he thinks what we’re doing is wrong. H wants to understand where we’re coming from to better support us. That is the key thing about Aogami – he is the most supportive person to us and it makes sense because he is a part of us. He’s going to stand by you through thick and thin, regardless of what choice you make. If you decide to end the cycle of rebirth, allow it to be reborn, punch a baby in the face, stick tinfoil in the microwave, he’s going to do his best to support you and stand by you. And he’s always respectful towards the protagonist, referring to him as “Young man”. He warns him of incoming danger. he talks with the protagonist in the safety of the demon haunt section to help him process the traumatic nature of the events of the game and affirm that he’s going to be by his side, no matter what.

Losing that support system, that other half, what is essentially the protagonist’s soulmate, in a bid for Aogami to save him, truly hurt. It wasn’t the inability to go Nahobino, it wasn’t the reversion to human form – it was the fact that Aogami was gone that hurt the most. And in that same breath, you have this moment where the brother of Aogami, Tsukuyomi, watches as his other half Yuzuru die, killed by Abdiel and Dazai. Now that pain of loss is shared by both the protagonist and Tsukuyomi. The new Nahobino form felt like it represented this defiant act of Vengeance against the loss. But if there was something that was clear, it’s that Tsukuyomi is not Aogami. He cannot support us the way that he did, from the way he speaks to us, to how he warns us, to how he checks in with us, to even the music that now plays when you’re in demon haunts, he knows he isn’t Aogami.

Taito – Sending Everything to Chaos

Upon reaching the final area of the game for a second time, with the goal of stopping Tiamat, I realized something that’s quite brilliant about Taito, which applies to the Canon of Creation as well since they share the same final area. While the areas of the game are relatively open, they follow a linear progression that have much in between point A to point B to provide you the tools and strength needed to continue the game. However, upon reaching Taito, you are thrown into the middle of the map and are given three areas to go to where you would acquire the keys to enter the Empyrean. The game provides no order on what keys to acquire first, only that you need to go to them. The entire area is filled with powerful demons, to which you may realize that you’re actually underleveled a bit and upon your own conclusion, know that you may not stand the best chance at retrieving these keys.

Through this non-linear approach at the end of the game, there is now this trust in the player that they can go about these strong enemies and recognize the need to acquire strength by fighting other demons before acquiring the keys. It pushes the player to naturally engage with the side content, and it subtly uses that need of strength to put the player into the same position as the various gods vying for power to try and re-create the universe. It’s a brilliant usage of using the game to put the player into the themes of the game without ever needing to have someone tell you it through dialogue. And because of that push to engage with the sidequests, there’s even this interesting change to the Egyptian storyline from the Canon of Creation. If you bring to Khonsu the sun crest, Miyazu decides to take vengeance upon Tsukuyomi as she holds him responsible for Yuzuru’s death. Even Miyazu had gone down the route of the game’s title and it was shocking to see this once meek character choose a dark path, even for a moment.

Upon reaching the throne at the Empyrean, what I was expecting was something along the lines of how the Canon of Creation’s story decided to present its endings, which was through a choice made before you fight the final set of bosses. I was so worried about having to choose between Tao in recreating the world in the shape of peace or Yoko in sending the world into chaos for something new to take its place. I know it’s a choice I would’ve sat with for a good while. What ended up happening is that the game, in classic SMT style, just gave me the route instead. All the micro choices I thought may have not mattered actually did in this playthrough, solidifying that the Canon of Vengeance is the Chaos route of SMT5.

What I entered was a brutal fight against Tiamat, even with the Nahobino at the maximum level of ninety-nine. What I was rewarded with was the best moment in the Canon of Vengeance’s story. Tiamat was broken down from the battle and while it reformed, Aogami’s essence escaped from the great divine serpent. With Tsukuyomi giving himself to Yoko to ensure she lives, Aogami reveals that Tiamat can only be destroyed by a descendant of the bull god, of which it was established earlier that Aogami is a descendant of. Seeing him again, to become one with him again, that was the last gift this game had to give me. Taking his hand as I did in the beginning of the game, hearing him say “Young Man” once more, the protagonist and Aogami merge to become their original Nahobino form, performing the Murakumo strike on Tiamat, an ability I had been using for the entire game, destroying Tiamat. Upon reaching the ending I was given, I felt this level of satisfaction of finishing what was a complete game. I got an ending I could feel content with, choosing a universe to be born of freedom rather than of stuck within a broken system. I’ve talked in the past to people about how video games have a special way of using experience to tell it’s story and I’d say that SMT5 Vengeance as a whole, with both the Canon of Creation and the Canon of Vengeance, is one of those cases where it could only do with what it did as a video game. The Nahobino and Aogami perfectly fit among the roster of SMT protagonists and this game as it is now deserves to go down the annals of SMT history as one of the greats.

Posted in Commentary, ReviewsTagged commentary, Shin Megami Tensei

Discovering the Shin Megami Tensei Universe – Catherine

Posted on August 9, 2021 by Malykris

I’ve been playing video games my entire life, so I’ve encountered a large variety of franchises. While not every game or series is perfect, there are some that have become a large part of my gaming identity. In this series of posts, I’d like to discuss my experience delving into the games and series that have greatly impacted my life, starting with the most recent one that’s come to capture my gaming heart – Shin Megami Tensei.

What’s funny about how I got into the Shin Megami Tensei series is that I didn’t start with the games the series is best known for, which are mainly comprised of JRPGs. It started with the very deep cut spin-off game called Catherine, a puzzle game that is about a man cheating on his girlfriend Katherine with a woman named Catherine. Looking back on the game now, I’ve come to realize how deeply Shin Megami Tensei runs through the blood of Catherine.

Aesthetically, playing Catherine was like playing a slice-of-life anime, except I was dictating the outcome of the story, of which there were eight possible endings. The variety of endings was common in Shin Megami Tensei games and Catherine was no exception. The game itself was a challenge to take on with it’s puzzle block climbing puzzles, challenging a teenage Malykris to his limits. I mastered techniques, constantly tried to find different ways to reach the top of the falling tower, and would revel in the success of surviving the nightmare the main character Vincent had gone through.

Returning to the Stray Sheep, the bar Vincent visits every night, was just the respite I needed before entering another nightmare. There was this calming feeling about taking the time to talk to both friends and patrons of the bar, listening to their problems, and helping them come to their own conclusions on how to live their life better. All of this was done to the sounds of smooth jazz, unlike the somewhat stressful orchestrated music of the nightmare sections.

I remember how much of a struggle it was to make it to the end. When I first finished the game, it was four in the morning and there was this feeling of relief. It was an experience that made me wonder if this is how Vincent felt after managing to survive the onslaught of a god.

In the nightmares, Vincent is asked questions about life, which mainly pertained to romantic life. While I was a terribly hopeless romantic at the time (and a bit now, admittedly), I never had a game ask me these definitive questions before. Whether I’d cheat if I could get away with it or whether I believe marriage was the end of life, it was all a new experience to me.

In Shin Megami Tensei games, the player is constantly brought to choose between law or chaos, peace or freedom. Catherine, in its own way, presented these ideas in the form of the women you choose, with the neutral option having you choose neither woman. These concepts help shape the endings of the game, showing where my choices had led me and allowed me to reflect on whether or not I was okay with the ending I got. At the time, I was quite satisfied with the ending I got as I felt more inclined to be faithful to who I was with, which would be Catherine’s version of the law endings. That satisfaction I felt was a reflection of how I was so focused on romance and how much I wanted to be a good partner to someone, despite not having anyone to be romantic with.

In the grand scale of things, Catherine was my first taste of what’s to come. I look back fondly on my time spent with the game. From mastering the Inazuma technique to playing Rapunzel, from trying to balance Vincent’s love life to leading him towards a brighter future, I enjoyed the experience this game brought me and I wish I could do it all over again without a memory of it. From time to time, I will play the song that plays in the Stray Sheep named “Also Sprach Brooks”, to sit in the calmness of the moment, especially after a long day of work.

On a final note, I’d like to briefly describe a small philosophy I have about games. The experience of a game can leave quite an impact on a person. When a game leaves such an impact, be it big or small, an exchange occurs between the player and the game. What the player takes is the experience of playing the game, having been changed by the journey they had completed. In exchange, the player leaves a piece of themselves in the game, which is who they were when they started the game.

The reason I wanted to touch upon this philosophy is because I want to share with you what I took from each game I’ve played. I think with every game that’s left an impact on me, there’s a metaphorical room that holds representations of what I’ve taken from every game. So with every game I talk about that’s had an impact on me, I will indicate an item that represents the piece of the game I took with me and have placed inside my room.

For Catherine, despite the fact I do not drink alcohol, I took with me a small glass of whisky with ice in it. Whenever I imagine myself holding that glass, it makes me think of the Stray Sheep and sitting at peace. I then think about Vincent’s last words in the true freedom ending of the game, which hits harder for me as I grow older.

“Why live a life without doing what you want? That’s just a recipe for a life of misery…”

– Vincent Brooks
Posted in CommentaryTagged Catherine, commentary, Metaphorical Room, Shin Megami Tensei

Why I Love Old Video Games

Posted on August 4, 2021 by Malykris

I love old video games. There’s something magical about playing these games in their original format. I have to preface this by saying that when I mean old, I mean the era of Nintendo 64 and prior. The games of arcade cabinets, the SNES, the NES, the Commodore 64, and so forth – all of them have a magic to them that some developers attempt to recapture today. I have to say as well that while this is about old games, the games of today are worthy of discussion.

The games of old were innovative of their time, but can be seen as limiting in today’s standards. Developers were crafting some of the greatest games of their time – A Link to the Past, Final Fantasy VI, Shin Megami Tensei 2, Megaman, Castlevania, and the list goes on. The developers breathed life into every pixel – life that has continued to persist for decades. So what is it about these games that makes me love them so much?

To be frank, much of my reasoning is nostalgia. I grew up playing some of these games and they left such an impression on my young mind. I didn’t just read about the heroic tales of Link, I was experiencing them for myself. I didn’t just go through the journey of the Warriors of Light, I guided them to the end of their quest. It’s hard for me not to be biased because they come from a time where I was innocent. I didn’t need to worry about the responsibilities of an adult. Taxes, bills, rent, a job – none of it was important as a child. What was important was defeating the foes on my television screen. And because I was terrible at games at a young age, like most children at the time, these villains were fearsome and powerful.

How these games ignited my imagination is why I believe these old games are great. With a book, you have only the words on the page to tell you what is happening. The reader must craft the world in their mind based on the words provided to them. With old games, the experience is better. You may hear the music, but it’s bit-crushed. You may see the world, but it’s all pixels. You may read the dialogue, but you cannot hear their voice. As a result of this, the player must fill in the gaps with their mind. The music becomes an orchestra. The world becomes detailed and vast. The voices fit to every character that speaks.

That imagination immersed me as a child and continues to do so. I became invested in the stories, I cared for the characters, I felt every emotion they felt. These games managed to capture my heart with the limitations of the past. It’s silly to call them limitations because at the time, it unlocked the means to create worlds and stories in more vibrant and powerful ways.

Today, I still play old games I never had the chance to play in the past and they capture me just as much as what I’ve played before. Maybe it’s the part of me that wants to continue discovering new adventures. Maybe it’s the part of me that yearns for the innocence of the past. But when it really comes down to it, it’s an undeniable fact – I love video games.

Posted in CommentaryTagged commentary, nostalgia, personal2 Comments

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