been playing soul hackers 2 for 41 hours now
the game is very nice in general, fits the reviews it has gotten, i really appreciate some of the dungeons as they do give me flashbacks of smt sjr's hellish dungeons
however, the more i play the game, the more i miss how final bosses were; instead of simple fights you could grind for to defeat it in like, 10-15 mins, i miss the time when you had to prepare, plan, strategize and grind to even have a chance to defeat the final boss for 30 mins, specifically talking about smt sjr's true final boss
there was always a sense of panic when you fought against it, because you knew that, while your run could never be insta-killed by one cheap move, you always knew that if you even did one thing wrong, it would be an end to the run purely because of your fault
in case anyone here's not familiar with the true final boss of smt sjr, here's a few points of what it does to you and some context:
sure, the fight when you get to it is very tedious, but nothing beats it when you're actually prepared for it, trying an attempt and seeing how far you go, it feels like a complete and utter warzone
the game is very nice in general, fits the reviews it has gotten, i really appreciate some of the dungeons as they do give me flashbacks of smt sjr's hellish dungeons
however, the more i play the game, the more i miss how final bosses were; instead of simple fights you could grind for to defeat it in like, 10-15 mins, i miss the time when you had to prepare, plan, strategize and grind to even have a chance to defeat the final boss for 30 mins, specifically talking about smt sjr's true final boss
there was always a sense of panic when you fought against it, because you knew that, while your run could never be insta-killed by one cheap move, you always knew that if you even did one thing wrong, it would be an end to the run purely because of your fault
in case anyone here's not familiar with the true final boss of smt sjr, here's a few points of what it does to you and some context:
- The boss itself is around lv. 87, very high in comparison to some JRPGs out there, but this naturally demands that you, the player, has to first grind and fuse demons which are as high or even higher level to have a chance at this boss
- Naturally, the boss has all kinds of elemental attacks which then demands that your demons (as well as you) have a large variations of elements you have nullified/reflected/absorbed
- However, the boss also has a special almighty attack (unblockable magic) that debuffs everyone, demanding that you have demons that can both nullify the nerf, as well as buff the whole party
- In addition, the boss also has a special expel-based attack which instakills anyone who isn't immune to expel; this isn't a big problem for the player usually, but to his demons which could be weak to it, it could. The boss also has a special move that removes EVERYONE'S resistance to expel (such as the protagonist/player), rendering them vulnerable to the instakill move, forcing the player to specifically scavenge for items that makes them immune to expel for a turn before the boss fight
- When the boss reaches 20%, the boss reaches the second phase, where they will sacrifice a plot character to get full HP, as well as have a base form which gains resistance to absolutely everything (including almighty), except for special co-op attacks, which are described more later
- During the second phase, the boss will unlock special moves that protects her weaknesses, negates buffs, inflicts fear on the entire party, as well as a healing move that heals her for 1/12th of her entire healthbar, in addition to buffing all of her stats 4x times
- During the entirety of the boss fight, the boss will also change between resistances/weaknesses as well as moves based on previous bosses you fought to unlock this fight, BUT, during her second phase she will still resist everything EXCEPT for the weaknesses, which you have to then hit to activate special co-op attacks
- Another feature of her second phase is activating toras; all of the game's demons are divided into three alignments (law, neutral, chaos), and if you (or other demons in the party) share their alignment, you can do special co-op attacks with them at the end of an attack which strikes someone's weakness, BUT these toras will completely reflect any and all attack from demons from a chosen tora pointed at an alignment, forcing the player to have demons of all alignments which they can quickly change between when a tora activates
- And this is all while having demons who can do elemental magics, as well as roles such as buffer/nerfer, healer, attacker, and so on
sure, the fight when you get to it is very tedious, but nothing beats it when you're actually prepared for it, trying an attempt and seeing how far you go, it feels like a complete and utter warzone
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