These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Shin Megami Tensei IV
Bias Steamroller: While the game still got good scores in America, the game was often compared to the Persona series, with reviewers concluding that the story and characters are bland as a result.
Broken Aesop: The White trying to convince the hero to flip the table would be a pretty devastating, self-aware critique on just how Crapsack the SMT-verse is, and how it indeed can cause Darkness-Induced Audience Apathy. However, their methods of trying to convey this message kind of fall flat: the Bad Futures they send you to not only have genuinely likeable characters, but they're arguably only marginally worse than the present, and by the end of both you're made them better places by putting the Akiras in charge. On the other hand, both worlds represent the logical end to the machinations of Law and Chaos, and both are just as bad as the other for different reasons.
The redesign of the Archangels in particular is causing quite the severe break in the fanbase; some people love them for being bizarre, eldritch, otherworldy depictions of angels; others hate them for looking nothing like any other SMT design and being overdesigned.
Changes to classic Nintendo Hard elements of the franchise, such as now being able to save at any time (and certain elements of the game almost seeming to encourage doing so).
The fact that the Archangels are DLC battles instead of being in the main game earned some ire.
One of the bigger base breakers, though, is the change to the battle system involving the utter lack of any kind of defensive stat aside from element resistance, which means everybodyhits ludicrously hard now, especially compared to the slower pace of older games. On one hand, you're far more likely to be killed, even by lower leveled enemies. On the other hand, if you have a heavy offense, you can just as easily take down higher leveled enemies, which is good for grinding.
To elaborate in detail:note In early SMT games, you'd generally hit for, at most, a few hundred damage if you struck an elemental weakness. More likely you'd be doing very low-3-digits or high-2-digits per attack; humans could do more damage a turn because of awesome multi-hit weapons, but the individual hits still tended to be fairly small. The only thing that could conceivably do 4-digit damage was Divine Judgment, which dealt percentage-based HP damage to even bosses but was absurdly expensive MP-wise and hurt your own dudes. In Nocturne, the Demi-fiend could hit for four-digits... but this required absurd amounts of grinding and maxing out the very best Magatamas. In SMT IV? A charged, pleorma-backed attack will routinely do 1000+ damage in the lategame on most demons. You don't even need special ones to accomplish this, just a demon with a good focus in the relevant stat. The problem: the HP totals haven't changed much. Fights that, in the past, would've taken ages now end in a few turns due to the ridiculous amounts of damage being chucked around. And yes, the enemies will hit this hard too if given half a chance. This is why getting ambushed can be so painful.
Some have also thought that the endings of this game are a little lackluster compared to other SMT games.
Disappointingly short endings are almost a series staple, so that's saying something.
Merkabah I, his first battle theme. Also plays again as you fight the Ancient of Days.
Sacrifice, while repetitive, plays only in intensely emotional moments.
Darkness-Induced Audience Apathy: Like some of the other titles before hand, you can start to feel this about the factions heroes and the factions they represent. Fortunately for these people the Nothingness ending allows them to vent these feelings.
Difficulty Spike: Arguably inverted during the climax of the game. By this point of the game, it's very easy to build a team that is resistant to near everything your opponents can throw, and aside from some gimmicks or accidentally hitting your opponents resistance, it's really easy to not lose Press Turns. Some Bonus Bosses notwithstanding. note Most Bonus Bosses have Artificial Brilliance set so should you have a demon who can waste their turns in any form, they will get mad and start spamming Antichthon or other similar Almighty attacks to level the whole party.
Despite the Broken Base about the charcter designs, there are some designs that people legitimately like. One example is Minotaur◊.
It helps that the Minotaur has an honorable personality as well.
YASO MAGATSUHI is starting to become a fan favorite due to being easily quotable. Add in his unique look (see Uncanny Valley below) and his sympathetic nature and suddenly he crosses over into Ugly Cute.
Walter is well liked for his odd sayings and facial expressions.
Fake Difficulty: In the "Samurai and Hunters United" Quest, you have to defeat Asura before he gets around to killing your Guest Star Party Member who, by game mechanics, is controlled by A.I. Roulette. The problem is the demon No Sells two of the three actions your ally can take (at least the third will actually hit Asura's weakness), and is highly likely to Smirk when he does, which means that if he uses his hit-all physical attack, he's all-but assured to critical you. Meaning this quest relies on how often your ally doesn't screw you over, and when they do, how often the enemy doesn't screw you over. Though if you go in with Tetrakarn, you can make it a case of Hoist by His Own Petard...which is then a case of Trial-and-Error Gameplay.
It doesn't help that there's even a bit of Luck-Based Mission in here. If Asura gets to go first, he might just hit your ally twice in a row with his physical attack—which can potentially fell them right away.
As mentioned above with the Broken Base, there are some fans who don't like the new designs of the demons, to the point where they say that "they aren't fit for Shin Megami Tensei". So on the one hand you have a faction that states, without room for argument, that Shin Megami Tensei demons have traditionally adhered to myth, culture, and religion, and must always look the part; while another counters that SMT is equally famous making its demons appear Freaky-Awesomefirst, and respectful of folklore second. The issue is made worse by how easily Kaneko's own designs can support either argument.
Many people that were introduced to the franchise by Persona have expressed disappointment at the game not being like Persona. Never mind the fact that Persona is a spin-off series. Even game reviewers tend to have their perspectives skewed toward Persona (rather than Strange Journey, the proper predecessor), which only adds to fuel for people against the Persona sub-series.
Game Breaker: Flynn himself, thanks to a combination of several factors.
First, Flynn is the only character whose status growth can be controlled by the player, which means he can reach a stupidly high attack power relatively early (especially combined with the game's lack of defensive stats).
Alternatively, you could put a lot of points into agility, which increases your evade rates. Considering that an enemy loses two turns if they miss you, it's a big deal.
Flynn can get skills through Demon Whispers and upgrade it, giving him absurd amounts of skill versatility, and this process did not take a lot of grinding to achieve.
Not to mention at max, damage skills do a additional 24 damage. That doesn't seem like much, but using multi-hit skills, maxing them out means you'll potentially do equal, or more damage than spells that hit hard only once.
Finally, with the App "MP Recovery", with a proper ability, he can and will destroy any kind of random encounters in one swoop, recovering MP before the next battle, allowing you to repeat this process, and saving your MP against Boss Battles. All you need to do now, is to build up Flyn's DEX or MAG, with some AGI to prevent surprise attacks, give him skills such as Blight, Javelin Rain, or the Megido line, and pair it with Charge or Concentrate, and call it a day.
Speaking of MP Recovery App, the final upgrade of this app allows you to apply its effect to the entire party. While it takes 150 App Points in total (MP Recovery 1, 2, and Party Recovery), having this App trivialized practically everything related to MP.
Which includes HP, since healing magic can be freely used in the field. With Party MP Recovery, the need for most healing items vanishes, making dungeon crawling much easier.
Additionally, it becomes much more feasible to spam instant death moves against enemy groups.
Much like in Persona 4, the app "Skill Augment" increases skill change probability to a reasonable chance, allowing you to use it to change early skills of decent rank into potentially game-breaking skills, with enough luck. Thanks to the ability to freely choose which skills and how many are inherited for your demons, breaking the game through this method is in fact much easier than how it could be done in Persona 4, with the bonus that you are no longer limited to a certain time frame, and with many more options available.
Guardian's Eye. At first glance it's Awesome but Impractical since only Masakado's Shadow can learn it, it can't be inherited, and he will never have enough MP to cast it more than once before needing a MP recovery item. But with the help of the Fusion Lite app, it's possible to create several Demons with Guardian's Eye and enough MP to cast it twice before needing a recharge.
Desperate Hit is back... and now it can be transferred to your main character. Oh boy. Don't be surprised that you'll find yourself using that over all your other moves, especially combined with the MP restoring apps.
Goddamned Boss: Omoikane is annoying to fight. He is fought pretty late in the game so at that point you can probably resist his light instant kill attacks and his other spells. What makes him annoying though is that whenever you get him to low health, his next turn he always uses a spell that heals all his HP. And he doesn't always do this at the point when his portrait flashes red so that means you have to gauge how much damage you're doing by yourself. Better hope your fire and force spell users, as well as attack buffers, are not weak to light.
Hell Is That Noise: It's an SMT game. There's sure to be plenty. Notable examples include the sound when you allow a demon your trying to recruit have the life of one of your demons. Flynn's cry upon death. And a few of the music tracks that play in Blasted Tokyo, such as the overworld theme.
Ancient of Days makes a horrible distorted chime noise when you fight it.
Iron Woobie: Flynn. His best friend turns into a demon and he's forced to Mercy Kill him, the fate of his parents is unknown, and of his three True Companions, two of them sacrifice themselves for their ideals, while the third one commits suicide in front of him in the Law and Chaos routes. And yet he soldiers on to complete the important task given to him at the end of the game. Of course, this is lessened somewhat by the Neutral route.
It's Easy, so It Sucks: While it's not simple, quite a bit of hate has come to it for not being nearly as hard as the other games in the series, even on the hardest difficulty.
For those seeking certain rare demons: "I detect a very dangerous demon nearby..."
Narm: Lucifer's appearance after fusing with Walter. It doesn't really say "greatest enemy of god" so much as Fashion-Victim Villain.
Narm Charm: Pluto. Between the voice it has, its constant repetition and emphasis on the word "obliterate" it's ridiculous but at the same time resembles nothing so much as a religious Dalek.
Nausea Fuel: In-universe at least, but Isabeau feels this way with the revelation that the Red pills are made from human brains.
For those not sufficiently disgusted by the above revelation, there's also the fact that in Infernal Tokyo, Demonoids do the same straight from the tap. It's lessened somewhat for some folks thanks to a surprising number of Neurishers liking their situation.
Older Than They Think: The ability to transfer skills from demons to humans allegedly goes back to the odd-man-out title of the series, Giten Megami Tensei.
Padding: The Neutral path requires you to complete 19 sidequests in Tokyo. This continues for at least a few hours if you've been diligent in sidequesting.
Player Punch: Many, epecially after finishing the Monochrome Forest, whatever your choice was. If you have a good ear, you can briefly hear how Jonathan's voice is distorted into Merkabah's after his fusion with the Archangels. It's just an instant as Merkabah grunts as he awakens, but it's there.
Scrappy Mechanic: A lack of an actual stat for defense means buffs and resistances are more important, but also means you can get nearly wiped from one unlucky ambush. And considering that a lot of bosses and unique horde encounters will be doing that quite often, well...
The fact that you have to carefully juggle your Karma Meter if you want the Neutral ending has gained some dislike, due to how easy it is to accidentally make yourself Lawful/Chaotic, as well as how, from a story standpoint, juggling your choices to stay Neutral makes no sense. Without knowing it, you can find yourself fighting Isabeau.
The world map has been getting a lot of hate from the players.
To elaborate: Unlike other SMT maps of Tokyo, which were simple enough to travel between streets. The map in this game is very detailed and complicated. Not only that, but the map for the most part is very dark with very few discernible buildings. Many of the streets are blocked off by rubble and streets that from a certain perspective looks like you can transverse them but due to how dark it is, it's easy enough to mistake an overpass for a street you can go across. Not only that but many of the districts are only accessed by boats or subways, the former, which has this annoying Hunter who charges you to go across while chuckling while the latter is usually guarded by a thug which you need to go progress to a certain point to the story to progress, which doesn't always make it clear where that subway leads to, making it very easy to forget to come back to the subway later.
The encounter rate of the Fiends; not only do they appear in very specific spots, but they only have a 1/256 chance of even spawning. If they do not appear, you have to exit the area and come back and try and see if they appear. Needless to say, it can take some players days or even weeks to get even one Fiend to spawn.
Kenji's Ancient Curse, which puts five different status effects on the party, including Bind and Poison.
It seems that each of the DLC bosses has been given at least one of these, just to add to their frustration factor:
Gabriel's Lamentation, which is basically Ancient Curse 2.0. It inflicts the same status effects as the above, in addition to Brand, which prevents HP/MP from recovering. Brand can't be removed manually.
Ancient of Days' Damnation/Stigmatic Gleam combo. Heavy-hitting almighty damage with high chance of inflicting Poison and Brand, respectively. Nothing more annoying than constantly losing health and not being able to heal yourself at all.
Sanat's Gaea Rage, which not only deals some heavy damage, it has a high chance of inflicting the Lost status on your demons. Lost demons are out for the rest of the fight, but since they don't count as "dead", you can't bring them back at all. And he loves to spam that attack, especially when he can't use any of his other attacks (read:when one of your demons has Phys/Gun reflect). Be prepared to lose your entire team in a few rounds and have to fight him with Flynn alone.
And from the last DLC battle, we have Masakado's "Curse Thy Enemy" and "Guardian's Eye".
"Curse Thy Enemy" is an almighty attack that hits hard, always hits as a weakness (thus giving him a free Press Turn), and more often than not makes him Smirk. Coupled with Concentrate, it makes for a very frustrating One Turn Kill.
"Guardian's Eye", which he'll almost always use once he has around 1/2 HP left, gives him three extra Press Turns. For free. That's a grand total of eight Press Turns per round for him. Enjoy the oncoming onslaught.
That One Boss: Kenji, even if you reflect his attacks. He has Fire, Physical, Darkness and almighty skills. While the first three can easily be turned on the boss with Tetrakarn/Makarakarn, Megido bypasses Makarakarn. Worse yet, the boss is fond of using the latter multiple times a turn. He is also fond of casting Ancient Curse, which inflicts your entire party with all five major status effects, two of which prevent you from moving at all until they both wear off. And if that is not enough, towards the end of the battle, he will attempt to play dead and trick you into grabbing the remote that you are after; taking the bait will deal you massive damage. It's also the last boss before the player's alignment is set, so If you messed up the choices that happen afterward, you'll have to beat him again.
On that last point, that can be avoided by refusing to press the button, and then leaving the room to save before THEN pressing the button.
Rescued from the Scrappy Heap: In spite of the above, this time around Mastema is far more even-handed than his Strange Journey incarnation, and is actually supportive of humanity deciding its own fate (which he believes to be the Lord's ultimate plan.) He even rationalizes Tayama's Reds as a manifestation of this stance. He bitterly resents the Archangels interfering with the newly-founded Eastern Kingdom of Mikado, let alone trying to rule it, and puts up a Challenge Quest to defeat them before they can destroy Tokyo. In the Neutral path, if you visit him at the very end of the game, he praises you for defeating both the demons and the angels, and for restoring Tokyo to its people... all while being pleased that the doubts and uncertainty about the future will surely lead to the people seeking out God on their own.
Hugo is widely despised by everyone both in and out of universe, regardless of alignment.
Take That, Scrappy!: Albeit most likely unintentional but one of the forms The White takes if of Hugo, which means you can figuratively beat him up.
The most likable thing about Navarre is his voice actor; everyone hates his character, even in-universe. Alarune even calls him out for begging the heroes to save him from her despite trying to get them killed.
The Hunters that ask you to pay them Macca to cross rivers, all while chuckling smugly.
Despite that, you may feel pity for him because, just like the other National Defense Divinities, he doesn't like the boss he works under, or what the person in question is making him do, a fact which he manages to make clear to you only through the game's description of his facial expressions if you fight him.