Occasionally, you come across a game that instantly appeals to your tastes. Such was the case with Nocturne, a unique blend of classic RPG and rhythm/music gaming, developed by Pracy Studios. While there have been similar games before, Nocturne seemed tailor-made for me, reminding me of the kind of experience I’ve yearned for since playing Rift of the NecroDancer earlier this year. In essence, Rift of the NecroDancer was like a RPG version of Guitar Hero, but Nocturne is more akin to someone combining Chrono Trigger and DJMax in a blender – a perfect fit for what I needed.
At PAX East this year, I didn’t have much opportunity to spend time with Nocturne, but it was such an intriguing snippet that I found myself craving for more – although I managed to contain my enthusiasm internally, as I try to maintain a professional demeanor. Fortunately, I was given the chance to continue playing a small segment of the game at home, and I took advantage of this opportunity multiple times.
In the digital realm of Nocturne, I find myself existing, though humanity as we knew it has vanished. Yet, remnants of our kind linger in a virtual afterlife. The chilling part? A self-aware AI governs this place and seems to be setting it ablaze. Somehow, I’ve materialized here despite the mass extinction. My quest begins as I search for my long-lost brother, encountering bizarre characters along the way. As I grapple with corruption and embark on a classic hero’s journey, I’ll learn to stand against the darkness and maybe just save the day.
I didn’t manage to learn much more about the plot, and it’s a bit disappointing. I interacted with a child who communicates in lowercase letters (a fun touch), and an elderly person who taught me combat techniques. It’s during combat where the demo truly shines, and where Nocturne (for now) reveals its strengths. The combat is quite intense, as suggested by my earlier reference to DJMax, if you are familiar with that game.
The soundtrack for Nocturne has a quick and intense rhythm, featuring gritty guitars, powerful percussion, and heavy synths. This makes it an ideal soundscape for intense, one-on-one battles against terrifying monsters. In the game, combat is primarily about matching notes with buttons as they move along a track. However, what sets this game apart is the wide range of difficulty settings that not only increase the intensity but also the complexity of controls, catering to both RPG and music game enthusiasts alike.
In this game, attacking and playing music are two distinct actions. Filling up a meter by hitting notes allows you to attack, and saving up bars increases the damage you inflict. When the enemy prepares to attack, the entire field turns yellow, making it advantageous to save your attacks for those moments to guarantee a critical hit. Interestingly, surviving the entire song results in a win, even if you can’t defeat the enemy outright. This game offers an engaging rhythm of deciding between offensive moves and conserving meter, and between combat skill and simply completing the song. High scores and grading are naturally included as well, and traditional RPG elements like equipment and experience points are also featured, although I didn’t get much time to explore those aspects in the demo.
Following a series of conflicts, I encountered a bridge tainted with corruption – it appeared blurry in an eerie, digital manner we’re familiar with. It seemed Karma had the power to combat such corruption, and at that point, I was presented with a mini-game. This game resembled a musical note chart challenge, much like combat, but the ambiance was calmer, and the chart itself would move around the screen to throw me off. Thus, it appears Persona 3: Nocturne has more creative elements than its primary concept. However, just as quickly, I was sent back to the main menu, retaining only a glimpse of Nocturne’s narrative and a scattering of battles. What a tease!
In 2026, the game titled “Nocturne” will be available on PC. During PAX East 2025, the publisher offered early access to a demo version of the game, which I had the chance to play. Later, they also provided me with a code for the same demo build.
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2025-06-30 18:27