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Live Blogs My Way or Yahweh: Let's Play Shin Megami Tensei Devil Survivor
ComicX62014-08-14 23:47:34

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So remember that scene towards the end of Day 6 where Yuzu said that she’s not going to think about running away any more and that she wants to see things through to the end properly? Well, we’re just going to pretend that never happened, as for my second go-around I’m going with her ending path which entails fleeing the lockdown.

This time at the decision point on Day 6 we’re seeing Yuzu at Miyashita Park. By now she’s rather frazzled and argues that they should break out of the lockdown in order to survive, and that doing so will render the final option meaningless, since there would be no more need to hide the existence of demons then. Eh, that’s pretty naive thinking, I mean, it’s not like the government and angels would just let the demon and demon tamers still in the lockdown to their own devices, you know? She tries offering a few other halfhearted arguments, but it really just boils down to her not wanting anyone of her friends to die. Nevertheless I have Akira agree to this plan upon which Atsuro speaks up to protest that if they do fight the government they’ll be branded criminals at best, and insists that they can do more to help than just running away instead (insert joke about a Spike Spencer-voiced character saying that they can’t run away here) and abandoning everything they’ve fought for so far. But we’re set on it, so he reluctantly agrees to go along. Midori and Keisuke however, voice their objections to this plan, saying that we’ll be putting everyone in the Yamanote circle in danger by doing this. But, the decision’s been made, and it’s time to go to bed.

Last Day - Desperate Escape

The following morning Midori and Keisuke announce their intentions to leave the group, saying that they’ve decided to spend today doing whatever they can within the lockdown, but they do suggest that they might reconsider if nothing turns up. So everyone says farewell and wishes each other luck, and then the crew’s back down to only Akira, Atsuro, and Yuzu.

We’re taken to the overworld. Unlike the other ending paths this one doesn’t have much battling at all - it’s blatantly the “easy” ending, the kind that the game tut-tut’s you for choosing. So instead of getting involved with the Four Devas and the remaining Bels, we spend most of the day checking out the various barricade sites all along the lockdown’s borders searching for a weak point. Atsuro rules out pretty much all of them, the spots being too well guarded by either SDF soldiers or angels. Along the way though we can check in with Izuna at the tunnel and confirm that yeah, there’s pretty much no other option on the government’s table right now other than the final one.

By one o’clock we’ve looked everywhere available except for Kanda, and there the crew runs into Kaido, who’s wondering what’s happened to Honda, as he hasn’t seen him all day. We can try inviting him into our little escape scheme but he declines, saying that now’s not the time to worry about other people. He’s pretty confident that things are going to work out regardless. Looks like we’re going to need to be a little more persuasive...

So now the only scene there is to watch is in Ikebukuro where we encounter Naoya. Because he’s Naoya he claims to already know what we’re planning and, surprisingly enough, he’s willing to help us out, no strings attached, or so he claims. Since they don’t really have much of a plan, the crew accepts his help, and he tells us to return here at 4:30 with at least one other person who’s willing to help us break out so that we can create a diversion.

To that end, we basically just have to go and regather our party members and scout out for anyone else who might be interested. Midori and Keisuke rejoin the crew pretty easily once they’re filled in on what’s happening, both having determined that there’s nothing else they can really do. We can get Kaido to join the escape effort too after Atsuro appeals to his machismo, but he doesn’t actually join the party. Gin turns us down, however, preferring to just spend the afternoon relaxing in his bar and letting what’s to come, come.

After we’ve run around the city doing all of that, a battle finally pops up at Shinjuku. Given that Shinjuku seems to be his stomping grounds, it’s not much of a surprise that it’s a Gigolo-centric event. He’s not here to give us advice this time, in fact he’s actually pretty angry that we’re running away after all the help he’s given. He declares that our punishment for running from the power of Bel will be death, and so he transforms back into his Loki form and sics a bunch of demons on us. Welp.


Yuzu Mission 1
  • Loki must be defeated
  • The whole party cannot die

All things considered, this is a very simple mission. And well, a pretty easy one compared to all of the bonus bosses I already duked it out with during this playthrough, though the Yaksas’ Deathbounds can still hurt the humans if their blows are concentrated on them.
Loki (Lv. 54)

HP/MP

  • ???/???
Affinities
  • Resists Physical, Fire, Ice, Elec, Force, and Mystic
Command Skills
  • Megido - Deals moderate Almighty damage to entire enemy party.
  • Diarahan - Fully restores one party member’s HP.
  • Deathbound - Deals several random hits of heavy Physical damage to multiple targets; damage depends on user’s current HP.
Passive Skills
  • Anti-All - Grants resistance to all elements other than Almighty.
  • Beast Eye - Allows two actions per turn during battle.
  • Mana Aid - Recovers 10% max MP at the end of battle.
Racial Skill
  • Tyranny - Recovers some MP at the end of battle; enemy teams are pushed further back in the turn queue when attacked.

He’s ten levels weaker than he was in Amane’s route but otherwise the same. He even reprises his clone trick. Loki’ll taunt us throughout the battle as he continues to hammer in the fact that we’re running away and starts to call Akira Abel, though here the crew’ll have absolutely no idea what he’s talking about. When we beat his face in he admits that maybe it’ll be fun watching us fight against the angels and vanishes.
Completing the mission earns us 2500 EXP and 1800 macca.
Well with that out of the way it’s time to meet up with Naoya again so he can lay out his plan in detail. His plan is to strike three barricades at once - Ueno, Shibuya, and Shinjuku - in order to draw away the reserve SDF troops. Shinjuku’s is the one that’s most heavily fortified, which makes Yuzu briefly worry that their team is going to be sent there, but Naoya assures (not really the right word, considering his attitude, really) her that he’ll be the one handling Shinjuku. His plan is to cause a panic by setting a bunch of COMPs to go berserk, while Kaido attacks the Ueno site and we get Shibuya. He says that he picked Shibuya for us due to the fact that it’s guarded exclusively by angels, so we shouldn’t feel the need to hold back. He uh, gets rather excited over the prospect of us fighting the angels, since he comes close to quoting the Doom Marine while he’s telling us to go all-out on them. Everyone wishes each other luck and departs.

So let’s get this show on the road. Our mission in Shibuya will actually be taking place in front of the Electric Museum on Naoya’s advice, so we’ve got a bit of a Book Ends thing going on here. The map’s the same as it was on Amane’s 8th day, barbed wire and leaking water main and all. As Naoya said, the only enemies here are angels: two teams of Aniel, two teams of Kazfiel, and two new angels we haven’t seen yet, at least not in their angelic forms: Sariel and his palette swap Anael. They don’t look all that angelic though, they’re closer to skeletal reapers in appearance, scythes and all. They tell us to leave or risk defying the will of God but Atsuro says that now we have no choice. With only an hour left until the final option is implemented we need to get as far away from the Yamanote circle as we can in as short a time as we can.


Yuzu Mission 2
  • All angels must be defeated
  • The whole party cannot die

The mook angels actually are able to take a hit, even from a New Game Plus-boosted team, but they won’t be able to inflict all that much damage save for the Kazfiel, who will spam Judgement like it’s no tomorrow.
Sariel (Lv. 62)

HP/MP

  • ???/???
Affinities
  • Resists Physical, Fire, and Mystic; Absorbs Ice
Command Skills
  • Tetrakarn - Protects self with a barrier that reflects the next Physical attack.
  • Mighty Hit - Deals a critical Physical attack to one target.
  • Holy Dance - Deals several random hits of Almighty damage to multiple targets.
Passive Skills
  • Physical Amp - Physical attacks powered up by 50%.
  • Attack All - Normal Physical attacks hit the entire enemy party.
  • Beast Eye - Allows two actions per turn during battle.
Racial Skill
  • Blood Wine - Recovers some MP at the cost of HP.
Field Skill
  • Purging Light - A Mystic-based attack that damages the MP of all enemy parties.

Anael (Lv. 62)

HP/MP

  • ???/???
Affinities
  • Resists Physical, Force, and Mystic; Absorbs Fire
Command Skills
  • Makarakarn - Protects self with a barrier that reflects the next non-Almighty magic attack.
  • Judgement - A Mystic-based attack that halves the entire enemy party’s HP.
  • Mighty Hit - Deals a critical Physical attack to one target.
Passive Skills
  • Fire Drain - Grants absorption of Fire attacks.
  • Pierce - Physical attacks bypass Physical resistance, nullification, and absorption.
  • Attack All - Normal Physical attacks hit the entire enemy party.
Racial Skill
  • Blood Wine - Recovers some MP at the cost of HP.
Field Skill
  • Purging Light - A Mystic-based attack that damages the MP of all enemy parties.

Sariel and Anael continue the angels’ lazy streak by not bothering to move to engage us unless we come to them. They will however use their Field Skill to inflict Mana Burn on us, but with Tyrants on our side to replenish our stores it’s not much more than a minor nuisance. Their stats are kinda weird too: Sariel seems meant to be Physically-inclined while Anael’s the mage, but their movesets and passives don’t really lend themselves well to that, making them both Masters of None. In fact if it weren’t for their boss-tier HP/MP values their mooks would actually be more problematic to deal with since they had numbers on their side, while these two guys are all alone.

Once the mook angels are all cleared out two more competent foes arrive to cause headaches for us: Amane and Izuna. Though they have different reasons for doing so, both of them have the same goal: to stop us from breaking the integrity of the lockdown.


Amane (Lv. 59)

HP/MP

  • ???/???
Affinities
  • Resists Physical, Fire, Ice, Elec, Force, and Mystic
Command Skills
  • Megido - Deals moderate Almighty damage to entire enemy party.
  • Judgement - A Mystic-based attack that halves the entire enemy party’s HP.
  • Samarecarm - Revives one ally at full HP.
Passive Skills
  • Anti-All - Grants resistance to all elements other than Almighty.
  • Mana Aid - Recovers 10% max MP at the end of battle.
  • Attack All - Normal Physical attacks hit the entire enemy party.
Auto Skill
  • Grace - Automatically heals the entire party to full HP if any are injured at the start of battle.
Demons
  • Norn, Kazfiel

Izuna (Lv. 59)

HP/MP

  • ???/???
Affinities
  • Reflects Physical
Command Skills
  • Maziodyne - Deals heavy Elec damage to entire enemy party.
  • Mediarahan - Fully restores entire party’s HP.
  • Hassohappa - Deals heavy Physical damage to entire enemy party.
Passive Skills
  • Physical Repel - Grants reflection of Physical attacks.
  • Life Lift - Recovers 30% max HP at the end of battle.
  • Endure - Survive an otherwise lethal attack with 1 HP.
Auto Skill
  • Debilitate - Reduces enemy party’s defense and hit/evasion rate by 25%.
Demons
  • Seiten Taisei, Arioch

They have less HP than the two boss angels but they can stick around for a bit thanks to their healing capabilities. If you don’t go up against Amane with a powerful onslaught of attacks she’ll just undo all of your efforts with her team’s plentiful healing. As always, you don’t want to take a chance with Izuna’s Arioch, you wanna kill that thing pronto.

While the angels and Amane lament the path we’ve chosen as we defeat them, Izuna at least does express her hope that we can find a way to survive before collapsing. So, you feel good about yourself now, ya bastard?


Completing the mission earns us 2950 EXP and 2400 macca.
Yuzu utters an apology to the fallen Amane and Izuna but quickly brightens up at the prospect of finally being able to go home. But as soon as she says this the ending narration begins to kick in to reveal the obvious flaw in the crew’s genius plan: their breakout allowed not only other belligerent demon tamers to escape out into the world, but plenty of demons too. The UEM Field and lockdown were rendered useless, but what the crew found on the other side quickly became no different from the lockdown they had just left behind.

To illustrate just how badly we’ve screwed the pooch, the crew encounters Honda at the Scramble Crossing, who calmly greets us as “comrades” and thanks us for giving him the opportunity to escape. Yuzu says that he should hurry and see his son now that he’s out but the man says that it’s too late. Yeah, it seems that Honda’s son is destined to die from his operation no matter what. The man says that he has nothing left to lose and starts laughing in an unhinged manner as he says that the world’s a failure and that they should change it. Change it to a world where strength is justice. Yuzu goes wide-eyed as she finally realizes what the consequences of their actions were, and the final image we see is of Honda against a backdrop of a burning Tokyo beneath the blood-red portal to the demon world, mouth twisted into a psychotic grin as he calls us heroes for ushering in a new world that will know no peace.

And of course Metatron has to have the last word, though apparently he couldn’t be bothered to shoot us his email until months after the lockdown’s failure.

Within a few nights, demons have stolen order from this world.

You had understood that the lockdown was to prevent them from being loosed, but you cast your eyes away.

You did not run from demons. You did not run from suffering.
You ran from yourself.

If humans prove wise, then someday, peace may return to man’s hands. But you will live in regret until that day comes, son of man, in this world of chaos you have brought upon yourself.

“What you did was bad and you should feel bad” essentially. Heck, even the credit music is “Garuda” rather than the instrumental of Reset in order to show you how poorly you chose. But because we fought Amane at the end, Remiel is unlocked for fusion which means that I can fuse Metatron and get him off his lazy ass to help us out next time.

And that next time will come pretty soon. For Yuzu’s silhouette on the save screen is translucent, meaning that there’s an 8th day for this path. See ya then!


Compendium
  • Sariel
    • In the Book of Enoch Sariel is identified as one of the Grigori, angels who were cast out of Heaven for lusting after human women (though unlike Lucifer, he took his expulsion with dignity). Which is ironic, given how his role was to handle angels who violated divine law. In some Judiac-Christian texts he seems to be conflated with, or is actually the same as, Azrael, the angel of death.
  • Anael
    • "Anael" is actually another name for "Aniel" who was already covered in an earlier compendium installment.
  • Remiel
    • Another one of the fallen Grigori. He is the angel of hope who governs both divine visions as well as guides souls into Heaven. All around a mostly-decent angel, whose name even means "mercy of God" or "compassion of God".

Comments

Mysterion Since: Dec, 1969
Aug 14th 2014 at 10:22:29 PM
This ending has a few holes in it. To begin with, take a look at my previous overview of the disadvantages of this route.

Back? Okay. First, while the ending narration here says that you wiped out all of the angels in your escape, leaving no one to help mankind reseal the demons... No, that really didn't happen. You fought a small group of angels (admittedly, including two leaders), then the story forgets that there should be hundreds more in the wings.

Then, there's God's Thunder. What happened to it? It wasn't even mentioned in this ending, and we aren't shown any reason why this ending isn't just a repeat of Honda's on Day 6.

Changing the subject, Izuna's defeat quote. It's a good line, but not good enough to make her a sympathetic character in my eyes. On day 6, with her attack on the Shomonkai and briefly cornering Amane, she showed that she was actually quite competent in her way. But because she took too long to take real action beyond standing guard (admittedly, that in itself was quite taxing mentally), she had no real effect.

Now, all of the problems I addressed here do have their solutions (or at least expansions) elsewhere in the game. Shall we have a look?
Hunter1 Since: Dec, 1969
Aug 15th 2014 at 12:29:18 PM
Ah yes, the only truely bad ending the game has (well, that doesn't then give you a game over afterwards).

As mentioned, it is also the easiest ending, and the guaranteed fallback option if you screw up too much with saving people. Both of these factors made it an attractive option for a first ending to hit, especially in the DS version where you don't have the Surivior Awards screwing over your NG+ features, making getting the other endings easier.
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