Alignment: Difference between revisions

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===''Shin Megami Tensei: Nine''===
===''Shin Megami Tensei: Nine''===
===''Shin Megami Tensei: Strange Journey''===
==={{Link|Game|SMTSJ}}===
The [[Protagonist (Shin Megami Tensei: Strange Journey)|protagonist]] starts the game as a Neutral-aligned character. Periodically throughout the game dialogue options will be presented that will influence the protagonist's Alignment towards Law or Chaos, with their proper alignment being changed if the bias towards a particular Alignment is great enough.  
The [[Protagonist (Shin Megami Tensei: Strange Journey)|protagonist]] starts the game as a Neutral-aligned character. Periodically throughout the game dialogue options will be presented that will influence the protagonist's Alignment towards Law or Chaos, with their proper alignment being changed if the bias towards a particular Alignment is great enough.  


Upon initiating negotation the opinion of the demon being negotiated with is influenced by the Alignment of both it and the protagonist. A Law-aligned demon will start off with a favorable opinion of a Law-aligned protagonist and an unfavorable opinion of a Chaos-aligned protagonist. Conversely, a Chaos-aligned demon will start off with a higher opinion of the protagonist if he is Chaos-aligned and a lower opinion if he is Law-aligned. If either the demon or the protagonist is Neutral-aligned, no change in opinion will happen before the negotiation takes place.  
Upon initiating negotation the opinion of the demon being negotiated with is influenced by the Alignment of both it and the protagonist. A Law-aligned demon will start off with a favorable opinion of a Law-aligned protagonist and an unfavorable opinion of a Chaos-aligned protagonist, making negotiation easier and harder respectively. Conversely, a Chaos-aligned demon will start off with a higher opinion of the protagonist if he is Chaos-aligned and a lower opinion if he is Law-aligned, causing the same effect. If either the demon or the protagonist is Neutral-aligned, no change in opinion will happen before the negotiation takes place, making it have a standard difficulty.  


A mechanic unique to ''Strange Journey'' that interacts with Alignment is the [[Demon co-op]] mechanic. If a member of the protagonist's party strikes a weakness of the opposing party while there are other members that share their Alignment, a demon co-op attack will be initiated. A demon co-op attack deals Almighty-element damage to all enemies that were hit by the attack that triggered it. The damage of a demon co-op attack scales with the amount of party members that participate in it, from a minimum of one to a maximum of three.
A mechanic unique to ''Strange Journey'' that interacts with Alignment is the [[Demon co-op]] mechanic. If a member of the protagonist's party strikes a weakness of the opposing party while there are other members that share their Alignment, a demon co-op attack will be initiated. A demon co-op attack deals Almighty-element damage to all enemies that were hit by the attack that triggered it. The damage of a demon co-op attack scales with the amount of party members that participate in it, from a minimum of one to a maximum of three.
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Certain extra missions are available only to the protagonist if he is of a certain Alignment.  
Certain extra missions are available only to the protagonist if he is of a certain Alignment.  


Towards the end of the game, after entering [[Sector Horologium]] and speaking with [[Gore|Commander Gore]], the protagonist's Alignment will become locked. If the protagonist's Alignment is within a certain range around the Neutral alignment, he will have to answer certain questions to lock his Alignment to either Neutral, Law or Chaos. If the protagonist's Alignment is too far on the side of either Law or Chaos at this time, he will not be asked any questions and will be locked into his current Alignment for the rest of the game. This Alignment lock will determine the upcoming major bosses that the protagonist will face:
When the Alignment Lock is reached, the Protagonist will be asked a series of questions that will lock his Alignment in and determine the route that will be played through for the end of the game. If the Protagonist is too far into either Law or Chaos, he will not be asked any questions and will be immediately locked into that respective route.
{| class="wikitable"
|+Endgame bosses by Alignment
!Law
!Neutral
!Chaos
|-
|Commander Gore
|[[Zelenin|Zelenin (Judge)]]
|Commander Gore
|-
|[[Jimenez|Jimenez (Soil)]]
|Jimenez (Awake)
|[[Mastema]]
|-
|[[Mem Aleph]]
|Mem Aleph
|Zelenin (Pillar)
|}


==={{Link|Game|SMT4}}===
==={{Link|Game|SMT4}}===
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