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{{Stub|series=SMT}}
'''Alignment''' is a recurring mechanic in the [[Megami Tensei (Franchise)|''Megami Tensei'' franchise]] and a representation of an individual's moral or idealistic attitude. It is predominately featured in the {{Link|Series|SMT}} as a significant gameplay and story mechanic, but is also featured in {{Link|Game|dsrk2}} as well.
'''Alignment''' is a recurring mechanic in the [[Megami Tensei (Franchise)|''Megami Tensei'' franchise]] and a representation of an individual's moral or idealistic attitude. It is predominately featured in the {{Link|Series|SMT}} as a significant gameplay and story mechanic, but is also featured in {{Link|Game|dsrk2}} as well.


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Alignments are predominately used to categorize Demons, mainly in determining which Demons the protagonist can or cannot recruit. Alignments are also notably a staple mechanic of story progression in the ''Shin Megami Tensei'' series, where certain actions taken throughout a game will shift the protagonist's own Alignment between Law, Neutral, and Chaos. This will either determine the ending route taken or reward the protagonist for choosing a route that aligns with their Alignment score.
Alignments are predominately used to categorize Demons, mainly in determining which Demons the protagonist can or cannot recruit. Alignments are also notably a staple mechanic of story progression in the ''Shin Megami Tensei'' series, where certain actions taken throughout a game will shift the protagonist's own Alignment between Law, Neutral, and Chaos. This will either determine the ending route taken or reward the protagonist for choosing a route that aligns with their Alignment score.


Outside of determining which Demons can or cannot be recruited, {{Link|Game|smtif}} and {{Link|Game|smt3}} do not have an Alignment system tied to their story progression. ''Nocturne'' instead has [[Reason]]s as an equivalent. {{Link|Game|smt4a}} does not use the LNC scale in its story progression, but rather uses a Light-Dark scale.
Outside of determining which Demons can or cannot be recruited, {{Link|Game|smtif}} and {{Link|Game|smt3}} do not have an Alignment system tied to their story progression; ''Nocturne'' instead has [[Reason]]s as an equivalent. {{Link|Game|smt4a}} does not use the LNC scale in its story progression, but rather uses a Light-Dark scale.


==Mechanics==
==Mechanics==
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| Dark-Law || Dark-Neutral || Dark-Chaos
| Dark-Law || Dark-Neutral || Dark-Chaos
|}
|}
Each Demon [[Race]] is associated with a particular Alignment, wherein all members of that Race share that Alignment. This mainly determines which Demons can or cannot be recruited, with those aligned with Dark unable to be recruited through [[Negotiation]] and must instead be [[Fusion|fused]]. In some ''Shin Megami Tensei'' games, this limitation extends more widely, where Demons in general cannot be recruited or even fused if the protagonist's Law-Chaos Alignment is in opposition to their own. Neutral Alignment does not have this restriction for most Demons. Some games may also restrict equipment based on Alignment as well.
Each Demon [[Race]] is associated with a particular Alignment, wherein all members of that Race share that Alignment. This mainly determines which Demons can or cannot be recruited, with Dark-aligned Demons unable to be recruited through [[Negotiation]] and must instead be [[Fusion|fused]]. In some ''Shin Megami Tensei'' games, this limitation extends more widely, where Demons in general cannot be recruited or even fused if the protagonist's Law-Chaos Alignment is in opposition to their own. Neutral Alignment does not have this restriction for most Demons. Some games may also restrict equipment based on Alignment as well.


The protagonist typically starts out as Neutral-aligned. Certain actions taken throughout the game will shift the protagonist's Alignment score towards either Law or Chaos, usually from making key decisions or siding with certain characters of a particular Alignment. Maintaining a balance between the two extremes puts the protagonist in Neutral. In most ''Shin Megami Tensei'' games, the protagonist's Alignment affects which ending route is taken past the game's penultimate point, which leads to different story events and bosses, and ultimately which ending is received. In {{Link|Game|smt4a}} and {{Link|Game|smt5}}, however, the protagonist is allowed to choose an ending route regardless of their final Alignment score, but will incur a penalty for choosing an ending that does not match. The protagonist's Alignment cannot be changed once they have passed the penultimate point, effectively locking them in the Alignment they have chosen.
The protagonist typically starts out as Neutral-aligned. Certain actions taken throughout the game will shift the protagonist's Alignment score towards either Law or Chaos, usually from making key decisions or siding with certain characters of a particular Alignment. Maintaining a balance between the two extremes puts the protagonist in Neutral. In most ''Shin Megami Tensei'' games, the protagonist's Alignment affects which ending route is taken past the game's penultimate point, which leads to different story events and bosses, and ultimately determines which ending is received. In {{Link|Game|smt4a}} and {{Link|Game|smt5}}, however, the protagonist is allowed to choose an ending route regardless of their final Alignment score, but will incur a penalty for choosing a route that does not match. The protagonist's Alignment cannot be changed once they have passed the penultimate point, effectively locking them in the Alignment they have chosen.


==Mechanics by Game==
==Mechanics by Game==
{{Sectionstub}}
===''Shin Megami Tensei''===
===''Shin Megami Tensei''===
===''Shin Megami Tensei II''===
===''Shin Megami Tensei II''===

Revision as of 01:44, 7 October 2023

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Alignment is a recurring mechanic in the Megami Tensei franchise and a representation of an individual's moral or idealistic attitude. It is predominately featured in the Shin Megami Tensei as a significant gameplay and story mechanic, but is also featured in Devil Summoner: Raidou Kuzunoha vs. King Abaddon as well.

Alignments are measured on an axis scale between Law, Neutral, and Chaos (occasionally abbreviated together as LNC). These three Alignments represent an individual's position relative to their core beliefs and way of life, with the Law-aligned favoring peace maintained by strict rules; Chaos-aligned preferring unrestrained individuality; and Neutral-aligned striking a balance between the two. Additionally, there is also another scale vertical to the LNC scale that is used for Demons: Light, Neutral, and Dark. These position spiritual affinity. Together, these six Alignments intersect to specify a Demon's complete Alignment. Altogether there are nine possible Alignments.

Alignments are predominately used to categorize Demons, mainly in determining which Demons the protagonist can or cannot recruit. Alignments are also notably a staple mechanic of story progression in the Shin Megami Tensei series, where certain actions taken throughout a game will shift the protagonist's own Alignment between Law, Neutral, and Chaos. This will either determine the ending route taken or reward the protagonist for choosing a route that aligns with their Alignment score.

Outside of determining which Demons can or cannot be recruited, Shin Megami Tensei if... and Shin Megami Tensei III: Nocturne do not have an Alignment system tied to their story progression; Nocturne instead has Reasons as an equivalent. Shin Megami Tensei IV: Apocalypse does not use the LNC scale in its story progression, but rather uses a Light-Dark scale.

Mechanics

Alignments are positioned on a spectrum between two scales: Law-Neutral-Chaos and Light-Neutral-Dark. From these, there are nine possible Alignments.

Alignments
Light-Law Light-Neutral Light-Chaos
Neutral-Law Neutral-Neutral Neutral-Chaos
Dark-Law Dark-Neutral Dark-Chaos

Each Demon Race is associated with a particular Alignment, wherein all members of that Race share that Alignment. This mainly determines which Demons can or cannot be recruited, with Dark-aligned Demons unable to be recruited through Negotiation and must instead be fused. In some Shin Megami Tensei games, this limitation extends more widely, where Demons in general cannot be recruited or even fused if the protagonist's Law-Chaos Alignment is in opposition to their own. Neutral Alignment does not have this restriction for most Demons. Some games may also restrict equipment based on Alignment as well.

The protagonist typically starts out as Neutral-aligned. Certain actions taken throughout the game will shift the protagonist's Alignment score towards either Law or Chaos, usually from making key decisions or siding with certain characters of a particular Alignment. Maintaining a balance between the two extremes puts the protagonist in Neutral. In most Shin Megami Tensei games, the protagonist's Alignment affects which ending route is taken past the game's penultimate point, which leads to different story events and bosses, and ultimately determines which ending is received. In Shin Megami Tensei IV: Apocalypse and Shin Megami Tensei V, however, the protagonist is allowed to choose an ending route regardless of their final Alignment score, but will incur a penalty for choosing a route that does not match. The protagonist's Alignment cannot be changed once they have passed the penultimate point, effectively locking them in the Alignment they have chosen.

Mechanics by Game

This section is a stub. You can help Megami Tensei Wiki by expanding it.
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Shin Megami Tensei

Shin Megami Tensei II

Shin Megami Tensei if...

Shin Megami Tensei: Nine

Shin Megami Tensei: Strange Journey

Shin Megami Tensei IV

Shin Megami Tensei IV: Apocalypse

Shin Megami Tensei V

Shin Megami Tensei: Imagine

Shin Megami Tensei: Liberation Dx2

Devil Summoner: Raidou Kuzunoha vs. King Abaddon