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I often hear people call the turn-based combat system outdated, a relic of an era defined by technological limitations and minuscule file sizes. If you’re one of those people, I have one request: play Shin Megami Tensei V: Vengeance . Vengeance is the latest definitive edition in Atlus’ repertoire, a re-release that builds on the original version of a game through massive story, character changes, and the smaller, yet just as important, quality of life changes.

And while the vanilla version of SMT V was great, it was clear that the game needed more time to cook. Vengeance is the perfect example of what a few more years and hindsight can do to elevate a game, because it takes the turn-based system to heights I haven’t experienced before. The Pinnacle of Turn-Based Combat I’m one of the many people who discovered Atlus games through Persona 5 , the game that appeals to even the biggest JRPG naysayers.



However, Persona 5 is known as the JRPG for people who hate JRPGs, the exception to the rule. Shin Megami Tensei V: Vengeance is the JRPG that will make you realise how brilliant the genre truly is. There is a level of inaccessibility associated with the SMT series, which can drive the uninitiated away.

It’s lauded as having a brutal, unforgiving combat system that unfairly punishes players for not playing optimally. I personally started SMT V with some hesitation, after being convinced that Persona had the Kidz Bop version of SMT’s press-turn system. While Persona is .

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