Shin Megami Tensei is a role-playing video game developed and published by Atlus for the Super Famicom . Originally released in 1992 in Japan, it has been ported to multiple systems and eventually released in the West for iOS in 2014. It was released on the Virtual Console service in Japan on Wii in 2007 and on Wii U in 2013, as well as Nintendo Switch Online in 2020. It is the third game in the Megami Tensei series and the first in the central Shin Megami Tensei series. The gameplay uses first-person navigation of dungeons and turn-based battles against demons. The player can recruit demons as allies by talking to them rather than fighting them, and two to three demons can be fused to create new demons.
163-594: Shin Megami Tensei: Devil Children , also known as DemiKids , is a series of role-playing video games primarily developed by Multimedia Intelligence Transfer and published by Atlus . It is a spin-off from Atlus' Megami Tensei franchise, and began in 2000 with the Game Boy Color games Black Book and Red Book . Five more role-playing games and three games in other genres were released until 2004, followed by no new releases until
326-504: A Famitsu score of 36/40 or above up until 1992. For subsequent console ports, Famitsu gave scores of 25/40 (PCE), 28/40 (MD), 30/40 (PS), and 27/40 (GBA). The website TouchArcade said that they loved the game, and that it was one of their favorite role-playing games on iOS. They did however think that the game was bad at explaining things, including the system of saving one's progress. Pocket Gamer , too, thought that things were not explained enough. For instance, they said that
489-450: A big open world , and let you do whatever you like [which makes it] difficult to tell a compelling story." Hironobu Sakaguchi noted that "users like to categorise" WRPGs as "a sort of different style, born from first person shooters." In recent years, some have also criticized WRPGs for becoming less RPG-like, instead with further emphasis on action. Christian Nutt of GameSpy states that, in contrast to JRPGs, WRPGs' greater control over
652-405: A chance to develop a game with the company's brand on it. The main staff included director Yōsuke Niino, producer Hideyuki Yokoyama, programmer and future Megami Tensei director Kouji Okada , writers Ryutaro Ito and Kazunari Suzuki, and composer Tsukasa Masuko. Kazuma Kaneko worked on multiple aspects of the game, including character and sprite design, the world's concept and visual design, and
815-409: A finite number of points to the attributes of their choice. Gaining experience will also unlock new magic spells for characters that use magic. Some role-playing games also give the player specific skill points , which can be used to unlock a new skill or improve an existing one. This may sometimes be implemented as a skill tree. As with the technology trees seen in strategy video games , learning
978-414: A first-person perspective. The protagonist uses a variety of weapons and items, with the primary weapons being swords and guns. Such items are bought from merchants scattered around the world map. In special areas, the protagonist can use the in-game currency to restore health and magic points for themselves and their demons, remove status ailments, and revive fallen demons. Special Terminals scattered across
1141-549: A gamemaster. Exploring the world is an important aspect of many RPGs. Players will walk through, talking to non-player characters , picking up objects, and avoiding traps. Some games such as NetHack , Diablo , and the FATE series randomize the structure of individual levels, increasing the game's variety and replay value. Role-playing games where players complete quests by exploring randomly generated dungeons and which include permadeath are called roguelikes , named after
1304-449: A greater degree in the early 1990s. As console RPGs became more heavily story-based than their computer counterparts, one of the major differences that emerged during this time was in the portrayal of the characters. Console RPGs often featured intricately related characters who had distinctive personalities and traits, with players assuming the roles of people who cared about each other, fell in love or even had families. Romance in particular
1467-647: A hold as they had in the West due to their cost; there was little market for Western-developed games and there were a few Japanese-developed games for personal computers during this time such as The Black Onyx (1984) which followed the Wizardry / Ultima format. With the release of the low-cost Famicom console (called the Nintendo Entertainment System overseas), a new opportunity arose to bring role-playing games to Japan. Dragon Quest (1986)
1630-815: A large number of Western indie games are modelled after JRPGs, especially those of the 16-bit era , partly due to the RPG Maker game development tools . Another oft-cited difference is the prominence or absence of kawaisa , or "cuteness", in Japanese culture, and different approaches with respect to character aesthetics. WRPGs tend to maintain a serious and gritty tone, whereas JRPG protagonists tend to be designed with an emphasis on aesthetic beauty, and even male characters are often young, androgynous , shōnen or bishōnen in appearance. JRPGs often have cute characters, juxtaposed with more mature themes and situations; and many modern JRPGs feature characters designed in
1793-641: A little box doesn't mean it belongs there." Nick Doerr of Joystiq criticizes the claim that JRPGs are "too linear", pointing out that non-linear JRPGs are not uncommon—for instance, the Romancing SaGa series. Likewise, Rowan Kaiser of Joystiq points out that linear WRPGs were common in the 1990s, and argues that many of the often mentioned differences between Eastern and Western games are stereotypes that are generally "not true" and "never was", pointing to classic examples like Lands of Lore and Betrayal at Krondor that were more narrative-focused than
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#17327756442811956-700: A logical order at the expense of feeling and freedom, while the "chaos" faction espouses unlimited freedom for the individual while discarding the weak. The game includes four nameable human "heroes": the player character, the Hero, who is a teenage boy living with his mother in Kichijōji in Tokyo; the Heroine, who is the leader of a resistance force which tries to protect Tokyo; and the Law Hero and Chaos Hero, who represent
2119-519: A long time to finalize, being revised a number of times by multiple staff members. During earlier drafts, it was planned that the finale of the story would take place in Israel after an extensive journey across Japan. One of the reasons the development team chose Tokyo as the main setting was that its turbulent history, going through multiple phases of development and often suffering severe damage in wars or due to natural disasters, made it comparable with
2282-423: A major challenge in order to progress to the next area, and this structure can be compared to the boss characters at the end of levels in action games . The player typically must complete a linear sequence of certain quests in order to reach the end of the game's story. Many RPGs also often allow the player to seek out optional side-quests and character interactions. Quests of this sort can be found by talking to
2445-459: A mixed class, such as a fighter who can cast simple spells. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player's performance in combat. Mental attributes such as intelligence may affect a player's ability to perform and learn spells, while social attributes such as charisma may limit the player's choices while conversing with non-player characters. These attribute systems often strongly resemble
2608-419: A non-player character, and there may be no penalty for abandoning or ignoring these quests other than a missed opportunity or reward. Players can find loot (such as clothing, weapons, and armor) throughout the game world and collect it. Players can trade items for currency and better equipment. Trade takes place while interacting with certain friendly non-player characters, such as shopkeepers, and often uses
2771-466: A number of user-configurable settings. Fallout Tactics: Brotherhood of Steel and Arcanum: Of Steamworks and Magick Obscura offered players the option to play in either turn-based or RTwP mode via a configuration setting. The latter also offered a "fast turn-based" mode, though all three of the game's modes were criticized for being poorly balanced and oversimplified. Early Ultima games featured timed turns: they were strictly turn-based, but if
2934-442: A particular action will increase. Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions. Games often let
3097-483: A particular skill in the tree will unlock more powerful skills deeper in the tree. Three different systems of rewarding the player characters for solving the tasks in the game can be set apart: the experience system (also known as the "level-based" system), the training system (also known as the "skill-based" system) and the skill-point system (also known as "level-free" system) Older games often separated combat into its own mode of gameplay, distinct from exploring
3260-463: A player-named protagonist who lives in near-future Tokyo. When a portal to the realm of demons is opened accidentally by a scientist named Steven and is seized by Gotou, a military commander who believes that he can control the demons, the United States government orders a nuclear attack on Tokyo. Transported with two other supporting characters thirty years into the future, the protagonist finds
3423-581: A positive-feedback cycle that is central to most role-playing games: The player grows in power, allowing them to overcome more difficult challenges, and gain even more power. This is part of the appeal of the genre, where players experience growing from an ordinary person into a superhero with amazing powers. Whereas other games give the player these powers immediately, the player in a role-playing game will choose their powers and skills as they gain experience. Role-playing games usually measure progress by counting experience points and character levels. Experience
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#17327756442813586-402: A result, Japanese-style role-playing games are held in disdain by some Western gamers, leading to the term "JRPG" being held in the pejorative. Some observers have also speculated that JRPGs are stagnating or declining in both quality and popularity, including remarks by BioWare co-founder Greg Zeschuk and writing director Daniel Erickson that JRPGs are stagnating—and that Final Fantasy XIII
3749-475: A scientist has opened a portal to the Expanse, which allows demons to enter Tokyo. He also meets Yuriko, who says she will fulfill her promise. The next night, the Hero again dreams that he meets the Law Hero and Chaos Hero, and that they save the Heroine from a sacrificial ritual. The next day, he meets the Law Hero and Chaos Hero in reality; they reveal that they had the same dreams. News of the demons spread, and
3912-442: A side-scrolling view. Most notably since Ultima Underworld (1992), role-playing games started implementing true three-dimensional (3D) graphics, where players typically navigate the game world from a first or third-person perspective. However, an isometric or aerial top-down perspective is common in party-based RPGs, in order to give the player a clear view of their entire party and their surroundings. Role-playing games require
4075-494: A single paragraph) spread across 13 booklets, while the second contains 50,000 paragraphs spread across 14 booklets. Most of the games from this era are turn-based, although Dungeon Master and its imitators have real-time combat. Other classic titles from this era include The Bard's Tale (1985), Wasteland (1988), the start of the Might and Magic (1986–2014) series and the continuing Ultima (1981–1999) series. Later, in
4238-409: A smaller set of possible actions, since computers can't engage in imaginative acting comparable to a skilled human gamemaster. In exchange, the typical role-playing video game may have storyline branches, user interfaces, and stylized cutscenes and gameplay to offer a more direct storytelling mechanism. Characterization of non-player characters in video games is often handled using a dialog tree . Saying
4401-415: A specialized trading screen. Purchased items go into the player's inventory. Some games turn inventory management into a logistical challenge by limiting the size of the player's inventory, thus forcing the player to decide what they must carry at the time. This can be done by limiting the maximum weight that a player can carry, by employing a system of arranging items in a virtual space, or by simply limiting
4564-463: A spell, as ammunition is consumed by a gun, most games offer players a finite amount of mana which can be spent on any spell. Mana is restored by resting or by consuming potions. Characters can also gain other non-magical skills, which stay with the character for as long as the character lives. Role-playing games may have the player focus only on a single character throughout the game; the character may be joined by computer-controlled allies outside of
4727-543: A way that allowed parts of their graphics to be reused; for instance, the demon Cerberus ' body is also used for Shanhui and Nue , with a different color palette. Demon fusions were designed around the dichotomy of Law and Chaos, but in hindsight it was stated that this provided little fusion variety. The game's music was composed by Tsukasa Masuko, with arrangements by Masuko and Tatsuya Nishiwaki. Masuko considered Shin Megami Tensei to be an experimental work: it
4890-518: A wide range of reviews, from negative to positive. Reviewers enjoyed the demon fusion, while the music and visuals were criticized. While the Devil Children games are released in pairs, similarly to the Pokémon series, each release is its own separate game, with its own story and protagonist, although the stories in each pair's two releases sometimes intertwine. The series' protagonists are
5053-402: A wide range of reviews, ranging from negative to positive. Writers at Famitsu commented that the series did not change much between installments, although one said they enjoyed the stability and reliability in that. Kurt Kalata and Christopher J. Snelgrove of Hardcore Gaming 101 described the games as "relatively decent for being fairly conventional RPGs". Several writers at Famitsu praised
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5216-469: Is a social game in which the player collects demons, referred to as "devils", and complete quests to become the strongest Devil King; the player can test themselves in daily tournaments. Like in the earlier games, collected demons can be fused with each other; there is also an added "social fusion" feature, where the player can fuse one of their demons with another player's demon. Players can also help one another by giving them demons and money. Devil Children
5379-496: Is largely predefined for the sake of telling a specific story, many role-playing games make use of a character creation screen. This allows players to choose their character's sex, their race or species, and their character class. Although many of these traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities, or
5542-492: Is not even really an RPG; criticisms regarding seemingly nebulous justifications by some Japanese designers for newly changed (or, alternately, newly un-changed) features of recent titles; calls among some gaming journalists to "fix" JRPGs' problems; as well as claims that some recent titles such as Front Mission Evolved are beginning to attempt—and failing to—imitate Western titles. In an article for PSM3 , Brittany Vincent of RPGFan.com felt that "developers have mired
5705-492: Is notable for introducing automapping and in-game scrolls providing hints and background information. They also released Pool of Radiance in 1988, the first of several " Gold Box " CRPGs based on the Advanced Dungeons & Dragons rules . These games feature a first-person display for movement, combined with an overhead tactical display for combat. One common feature of RPGs from this era, which Matt Barton calls
5868-621: Is often rooted in speculative fiction (i.e. fantasy or science fiction ), which allows players to do things they cannot do in real life and helps players suspend their disbelief about the rapid character growth. To a lesser extent, settings closer to the present day or near future are possible. The story often provides much of the entertainment in the game. Because these games have strong storylines, they can often make effective use of recorded dialog and voiceover narration. Players of these games tend to appreciate long cutscenes more than players of faster action games . While most games advance
6031-672: Is the only way for the player to increase their demons' power. Magnetite is used as a fuel for allied demons, and is used up by summoned demons as the player character walks around in the dungeons; if players run out of magnetite, summoned demons take damage. The way demons behave is based on their and the protagonist's respective alignments. Alignments come in two types, Light-Neutral-Dark, and Law-Neutral-Chaos. A demon's alignment can range across both alignments, resulting in nine possible stances that affect how they behave and what actions in battle or story progression pleases them. The protagonist's alignment changes depending on choices made during
6194-406: Is usually divided so that each game location is an opportunity to reveal a new chapter in the story. Pen-and-paper role-playing games typically involve a player called the gamemaster (or GM for short) who can dynamically create the story, setting, and rules, and react to a player's choices. In role-playing video games, the computer performs the function of the gamemaster. This offers the player
6357-451: Is usually earned by defeating enemies in combat, with some games offering experience for completing certain quests or conversations. Experience becomes a form of score , and accumulating a certain amount of experience will cause the character's level to go up. This is called "levelling up", and gives the player an opportunity to raise their character(s)'s attributes. Many RPGs allow players to choose how to improve their character, by allocating
6520-584: The Dungeons & Dragons ruleset. Some role-playing games make use of magical powers , or equivalents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used to attack, defend, or temporarily change an enemy or ally's attributes. While some games allow players to gradually consume
6683-595: The Nintendo DS have had more original and experimental Japanese RPGs released in recent years. Western RPGs have also received criticism in recent years. They remain less popular in Japan, where, until recently, Western games in general had a negative reputation. In Japan, where the vast majority of early console role-playing video games originate, Western RPGs remain largely unknown. The developer Motomu Toriyama criticized Western RPGs, stating that they "dump you in
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6846-580: The PC Engine (December 25, 1993), Mega-CD (February 25, 1994), the PlayStation (May 31, 2001), and Game Boy Advance (March 28, 2003). Atlus was responsible for the PlayStation port, and the staff were divided on whether to make it a complete port or something new. Those who wanted a direct port won through. The PC Engine port included added story scenes. SIMS Co., Ltd. was in charge of
7009-727: The Sharp X1 computer in 1983 and later ported to the MSX in 1984, the NES in 1985 and the Sharp X68000 as New Bokosuka Wars . The game laid the foundations for the tactical role-playing game genre, or "simulation RPG" genre as it is known in Japan. It was also an early example of a real-time , action role-playing game . In 1986, Chunsoft created the NES title Dragon Quest (called Dragon Warrior in North America until
7172-600: The Thousand-Year Kingdom , and the Ring of Gaea, who intends to summon Lucifer and wants freedom. While exploring the city, the Chaos Hero fuses himself with a demon to gain power, and decides to leave to pursue his own ideals; the group moves on without him and meet the Heroine, who has been reincarnated and rejoins them. Soon afterwards, the Law Hero's soul gets taken by an attacking demon. The Chaos Hero joins
7335-504: The Ultima series, employed duplicates of the miniatures combat system traditionally used in the early role-playing games . Representations of the player characters and monsters would move around an arena modeled after the surrounding terrain, attacking any enemies that are sufficiently close. Earlier role-playing video games used a two-dimensional top-down view or tile-based first-person view. Early action-based role-playing games often used
7498-405: The artificial intelligence and scripted behavior of computer-controlled non-player characters . The premise of many role-playing games tasks the player with saving the world, or whichever level of society is threatened. There are often twists and turns as the story progresses, such as the surprise appearance of estranged relatives, or enemies who become friends or vice versa. The game world
7661-500: The eighth game ), which drew inspiration from computer RPGs Ultima and Wizardry and is regarded as the template for future Japanese role-playing video games released since then. Also in 1986 The Legend of Zelda was released for the NES , while not generally considered an RPG itself did inspire many aspects of future action-RPGs. In 1987, the genre came into its own with the release of several highly influential console RPGs distinguishing themselves from computer RPGs, including
7824-436: The " Golden Age " of computer RPGs, is the use of numbered "paragraphs" printed in the manual or adjunct booklets, containing the game's lengthier texts; the player can be directed to read a certain paragraph, instead of being shown the text on screen. The ultimate exemplar of this approach is Sir-Tech 's Star Saga trilogy (of which only two games were released); the first game contains 888 "textlets" (usually much longer than
7987-416: The 1980 video game Rogue . The game's story is often mapped onto exploration, where each chapter of the story is mapped onto a different location. RPGs usually allow players to return to previously visited locations. Usually, there is nothing left to do there, although some locations change throughout the story and offer the player new things to do in response. Players must acquire enough power to overcome
8150-422: The 1990s, and became known for being more heavily story and character-based, American computer RPGs began to face criticism for having characters devoid of personality or background, due to representing avatars which the player uses to interact with the world, in contrast to Japanese console RPGs which depicted characters with distinctive personalities. American computer RPGs were thus criticized for lacking "more of
8313-434: The 2011 social game Shin Megami Tensei: Devil Children . In addition to the games, the series has been adapted into manga , anime , and a trading card game , and two soundtrack albums have been released by First Smile Entertainment. The series follows demon-human hybrids called devil children, who journey from Japan to the demon world, and are joined by talking companion monsters who give them guidance. The player takes
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#17327756442818476-769: The American president who approved the atomic attacks against Japan . For the demon design, Kaneko took inspiration from Medieval woodblock prints, wooden carvings from South America, masks from Micronesia, and terracotta figurines from the Middle East. His designs of angelic characters were influenced by descriptions from the Book of Ezekiel of angels having multiple strange forms, such as multiple arms or heads. In addition to traditional demons and monsters, Kaneko designed versions of less-frequented figures from Celtic and Southeast Asian mythology. The theme he used when drawing them
8639-499: The Chaos Hero was designed to look unsophisticated, with a bad posture and military clothes. After their metamorphoses , the Law Hero wears clothes designed to look priestly; Kaneko did not have a specific form in mind when designing them, but thought they looked " Gucci -like". The Chaos Hero's clothes after his metamorphosis were designed to be similar to the character Piccolo from the Dragon Ball manga series; his hair style
8802-582: The Earth ruined by a demon invasion, which is now the stage for an escalating conflict between the Order of Messiah and the Ring of Gaia, conflicting cults who wish to bring about kingdoms for their respective patron deities ( YHVH and Lucifer ). The story is influenced by moral decisions the protagonist makes, aligning him either with the Messians, the Ring of Gaia, or setting him up as an independent agent. From
8965-477: The Game Boy Advance version, including all the port's features. The iOS port was localized and released in North America and Europe on March 18, 2014. With the release of iOS 11 in 2017, the game is no longer compatible with up-to-date iOS devices. Shin Megami Tensei , as with many other early Megami Tensei titles, was initially not localized for the West due to its controversial content such as
9128-466: The Law and Chaos Heroes were imbalanced, with the Chaos Hero being too emotional and the Law Hero being unsympathetic. They also saw the demon fusion system as too difficult for players to master. Okada, while commenting on what improvements would be made for the next game, stated that there were too many useless items in the game. Niino felt that the game's pacing and flow needed to be addressed, as after naming
9291-577: The Mega CD port, which included additional demons. The Game Boy Advance version, which was the first time Shin Megami Tensei appeared on a portable platform, included the ability to exchange demons and items using the platform's data exchange capacities. It also featured remastered music and alterations to ease the playing experience. The game was released in February 2012 for iOS and November of that year for Android . These mobile ports were based on
9454-401: The Order of Messiah takes control of the top floors, while the Ring of Gaea occupies the basement floors. After this point, the story continues differently depending on the Hero's alignment. The game ends with the Heroine saying that those who have died will be reborn, and that it is time for creation and rebuilding. From the beginning of production, Atlus staff saw Shin Megami Tensei as
9617-451: The PCs enter these locations or perform certain actions. Combat options typically involve positioning characters, selecting which enemy to attack, and exercising special skills such as casting spells. In a classical turn-based system, only one character may act at a time; all other characters remain still, with a few exceptions that may involve the use of special abilities. The order in which
9780-585: The PlayStation release. According to Nich Maragos, the editor of the English version of Shin Megami Tensei , it was already too late to localize the PlayStation and Game Boy Advance versions of the game by the time the Megami Tensei series had "taken off" in the US; Atlus normally does not have an interest in localizing mobile games, but saw the iOS version of the game as a perfect opportunity to fill in one of
9943-625: The Ravager and Menzoberranzan , transferred the AD&D license to several different developers, and eventually gave it to BioWare , who used it in Baldur's Gate (1998) and several later games. By the 2000s, 3D engines had become dominant. The earliest RPG on a console was Dragonstomper on the Atari 2600 in 1982. Another early RPG on a console was Bokosuka Wars , originally released for
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#173277564428110106-411: The Ring of Gaea, while the Law Hero's soul gets reincarnated as the new Messiah. Both try to get the Hero to join their respective side; he can choose to support either, or to reject both. Regardless of what he chooses, the Order of Messiah finishes building their cathedral, and a great flood appears, drowning people who were not inside the cathedral at the time. Survivors set up camps inside the cathedral;
10269-526: The US military, led by ambassador Thorman, decides to intervene. The Japan Self-Defense Forces, led by general Gotou, opposes them, as they see demons as the ancient spirits of the land. A third group, led by the Heroine, tries to prevent conflict between the other two. She gets captured by Gotou's forces; they are about to publicly execute her under supervision by Yuriko, but she is saved by the Hero, Law Hero, and Chaos Hero. The Hero can choose to support Thorman or Gotou, or to reject both; regardless of his choice,
10432-589: The ability to pause the game and issue orders to all characters under his/her control; when the game is unpaused, all characters follow the orders they were given. This "real-time with pause" system ( RTwP ) has been particularly popular in games designed by BioWare . The most famous RTwP engine is the Infinity Engine . Other names for "real-time with pause" include "active pause" and "semi real-time". Tactical RPG maker Apeiron named their system Smart Pause Mode (SPM) because it would automatically pause based on
10595-624: The alignments "law" and "chaos", respectively. Among other characters are ambassador Thorman ( トールマン , Tōruman ) and general Gotou ( ゴトウ ) , who lead the United States military and the Japan Self-Defense Forces , respectively; the archangel Michael ( ミカエル , Mikaeru ) and the demon Asura-ou ( アスラおう ) , who lead the Order of Messiah and the Ring of Gaea, respectively; the demons Lilith ( リリス , Ririsu ) and Lucifer ( ルシファー , Rushifā ) , who use
10758-437: The ambitious scope of Final Fantasy VII raised the possibilities for the genre, with its dozens of minigames and much higher production values. The latter includes innovations such as the use of 3D characters on pre-rendered backgrounds, battles viewed from multiple different angles rather than a single angle, and for the first time full-motion CGI video seamlessly blended into the gameplay, effectively integrated throughout
10921-589: The artificial intelligence felt erratic; they also commented on how demons only have one magic attack each made the game feel limiting. Role-playing video game A role-playing video game , role-playing game ( RPG ) or computer role-playing game ( CRPG ) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games and use much of
11084-831: The catalog number VICL-40046/7 . It includes two discs: the first contains the music as it sounds in-game, and the second contains arrangements by Nishiwaki. A second album, Shin Megami Tensei Sound Collection , was released on March 5, 2003, by SME Visual Works under the catalog number SVWC-7175/6 . It includes music from the original and PlayStation versions of Shin Megami Tensei , Shin Megami Tensei II , and Shin Megami Tensei If... , along with selected tracks from Shin Megami Tensei: Nine . Shin Megami Tensei
11247-544: The category," pointing to Chrono Trigger (which he also worked on) and the Mana games. He further noted that there have been "other games similar to the style of Chrono Trigger ," but that "it's probably because the games weren't localised and didn't reach the Western audience." Xeno series director Tetsuya Takahashi , in reference to Xenoblade Chronicles , stated that "I don't know when exactly people started using
11410-448: The character at an effectiveness determined by that character's numeric attributes. Often these attributes increase each time a character gains a level , and a character's level goes up each time the player accumulates a certain amount of experience. Role-playing video games also typically attempt to offer more complex and dynamic character interaction than what is found in other video game genres. This usually involves additional focus on
11573-643: The characters act is usually dependent on their attributes, such as speed or agility. This system rewards strategic planning more than quickness. It also points to the fact that realism in games is a means to the end of immersion in the game world, not an end in itself. A turn-based system makes it possible, for example, to run within range of an opponent and kill them before they get a chance to act, or duck out from behind hard cover, fire, and retreat back without an opponent being able to fire, which are of course both impossibilities. However, tactical possibilities have been created by this unreality that did not exist before;
11736-460: The characters within a tile-based graphics system . Dragon Quest was highly successful in Japan, leading to further entries in the series and other titles such as Final Fantasy that followed the same simplifications made in RPGs for Dragon Quest . Because of these differences, the role-playing genre began to be classified into two fairly distinct styles: computer RPG and console RPG . By
11899-414: The characters, the player immediately is prompted to divide their status points. In addition to handling the graphics, Kaneko designed the character and demon designs for the game. The Hero's and the Heroine's clothes were designed to be futuristic; the Heroine was designed to be a protector, with clothes inspired by American football equipment. The Law Hero and Chaos Hero have ordinary clothes at first;
12062-433: The conflict escalates until Thorman launches missiles towards Tokyo. The Heroine is killed, but saves the Hero, Law Hero, and Chaos Hero by using magic to teleport them to another plane of existence. When they return to Tokyo, thirty years have passed, and the world lies in ruins. Both demons and humans live in Tokyo, and two warring groups have formed: the Order of Messiah, who is building a cathedral and wants to bring about
12225-536: The creation of visual assets. Atlus saw the game as a remake of the previous game in the Megami Tensei series, Digital Devil Story: Megami Tensei II . As such, the staff knew what would happen with the story, so development went smoothly. An early factor in the game was the inclusion of a Law Hero and a Chaos Hero, and a protagonist who would initially be neutral and whose actions would affect their alignment. Kaneko defined this blending of different alignments as "a sort of hodgepodge" when compared to future games in
12388-505: The demon fusion mechanic, with one of them calling it the best aspect of the game. Kalata and Snelgrove noted that the series was unusually simplistic for the Megami Tensei series, but still found its gameplay to have more depth than Pokémon 's , and that it was able to challenge the player. On the other hand, GameSpot 's Frank Provo said that it was not "nearly as fun or diverse", in his review of Light Version and Dark Version . Reviewing White Book , one writer at Famitsu said that
12551-408: The development and customization of playable characters has come at the expense of plot and gameplay, resulting in what he felt was generic dialogue, lack of character development within the narrative and weaker battle systems. He also states that WRPGs tend to focus more on the underlying rules governing the battle system rather than on the experience itself. Tom Battey of Edge Magazine noted that
12714-520: The earliest role-playing video games on a microcomputer was Dungeon n Dragons , written by Peter Trefonas and published by CLOAD (1980). This early game, published for a TRS-80 Model 1, is just 16K long and includes a limited word parser command line, character generation, a store to purchase equipment, combat, traps to solve, and a dungeon to explore. Other contemporaneous CRPGs (Computer Role Playing Games) were Temple of Apshai , Odyssey: The Compleat Apventure and Akalabeth: World of Doom ,
12877-437: The early 2000s, the distinction between platforms became less pronounced as the same games appeared on both console and computer, but stylistic differences between Western role-playing games (WRPGs) and Japanese role-playing games (JRPGs) remained, rooted in the earlier distinctions. Though sharing fundamental premises, WRPGs tend to feature darker graphics, older characters, and a greater focus on roaming freedom, realism, and
13040-416: The fantasy settings of other games at the time. In a later interview, an Atlus staff member stated that this setting and style made it the antithesis of traditional fantasy RPGs, adding that this resulted in the game developing a punk spirit. Because of the post-apocalyptic setting of Megami Tensei II , the development team wanted to depict a time before the apocalypse. The decision to set the game in Tokyo
13203-402: The first one's place. To recruit new demons to their party, the player needs to choose to talk to the demon instead of fighting it, with the demon's response mostly being based on chance. The player can trade demons with other players, which is required to be able to collect all demon types. While the player's character gains experience points , their allied demons do not; to increase their power,
13366-424: The game does not guide players from point A to point B, and often does not even let players know where to start looking for point B. RPGFan echoed this, and said that it is not uncommon for players to wander around, wondering where to go. Gamezebo said they did not think the battle system was particularly exciting, but appreciated how the conversation system and the demon fusion adds elements of risk and reward to
13529-431: The game have been highly positive, and its success helped launch Atlus as a developer and publisher, along with popularizing the Megami Tensei series. In Shin Megami Tensei , players take the role of an unnamed protagonist, a teenage boy who can communicate with demons using a computer program. The gameplay is similar to that of other games in the series: players make their way through dungeons and fight against demons in
13692-435: The game world. More recent games tend to maintain a consistent perspective for exploration and combat. Some games, especially earlier video games, generate battles from random encounters ; more modern RPGs are more likely to have persistent wandering monsters that move about the game world independently of the player. Most RPGs also use stationary boss monsters in key positions, and automatically trigger battles with them when
13855-418: The game. Gamezebo found the iOS version's touch screen-based virtual buttons clumsy to use, while Pocket Gamer found the interface to work "reasonably well" while using the landscape mode, and RPGFan found the interface to be excellent. Both Gamezebo and TouchArcade wished the game had been a "universal app", so that it could have been played on other devices than iPhone and iPod Touch without having
14018-521: The game. The game was soon ported to the PC and gained much success there, as did several other originally console RPGs, blurring the line between the console and computer platforms. Computer-driven role-playing games had their start in Western markets, with games generally geared to be played on home computers. By 1985, series like Wizardry and Ultima represented the state of the art in role-playing games. In Japan, home computers had yet to take as great
14181-465: The games in the series, Enterbrain and Index Corporation also developed one game each. The music for the first two games was composed by Tomoyuki Hamada, who made use of both orchestral music and rock . Yuji Himukai, known for his work on the Etrian Odyssey series, worked as character designer and illustrator on the 2011 game, creating new art for returning characters. The series received
14344-461: The gaps in the series. The localization project was slow at first, as it took time to extract the files from the game, so the localization team started by playing the game in order to find out what kinds of dialogue text and system messages it contained. After receiving the files, they translated the text, which was then sent to the editors; the edited text was sent back to the translators, who checked that nothing had been lost in translation, after which
14507-448: The genre is that characters grow in power and abilities, and characters are typically designed by the player. RPGs rarely challenge a player's physical coordination or reaction time, with the exception of action role-playing games . Role-playing video games typically rely on a highly developed story and setting, which is divided into a number of quests. Players control one or several characters by issuing commands, which are performed by
14670-537: The genre-defining Phantasy Star , released for the Master System . Shigeru Miyamoto 's Zelda II: The Adventure of Link for the Famicom Disk System was one of the earliest action role-playing games , combining the action-adventure game framework of its predecessor The Legend of Zelda with the statistical elements of turn-based RPGs . Most RPGs at this time were turn-based. Faxanadu
14833-482: The graphics upscaled. Several reviewers appreciated the game's plot. Gamezebo said that it was an aspect of the game that stood out in a positive way, and pointed out how good they thought the English translation was. TouchArcade called the story one of the game's strengths, and said that it was impressive, despite how it had a tendency to be "ham-fisted". RPGFan found the story to be good and macabre, and surprisingly relevant even in 2014. They disliked that there
14996-539: The key features of RPGs were developed in this early period, prior to the release of Ultima III: Exodus , one of the prime influences on both computer and console RPG development. For example, Wizardry features menu-driven combat, Tunnels of Doom features tactical combat on a special "combat screen", and Dungeons of Daggorath features real-time combat which takes place on the main dungeon map. Starting in 1984 with Questron and 50 Mission Crush , SSI produced many series of CRPGs. Their 1985 game Phantasie
15159-520: The label "JRPG" is most commonly used to refer to RPGs "whose presentation mimics the design sensibilities" of anime and manga, that it's "typically the presentation and character archetypes" that signal "this is a JRPG." Modern JRPGs are more likely to feature turn-based battles; while modern WRPGs are more likely to feature real-time combat. In the past, the reverse was often true: real-time action role-playing games were far more common among Japanese console RPGs than Western computer RPGs up until
15322-437: The late 1990s had become more cinematic in style (e.g. Final Fantasy series). At the same time, WRPGs started becoming more novelistic in style (e.g. Planescape: Torment ), but by the late 2000s had also adopted a more cinematic style (e.g. Mass Effect ). One reason given for these differences is that many early Japanese console RPGs can be seen as forms of interactive manga or anime wrapped around Western rule systems at
15485-415: The late 1990s have had a stronger focus on extensive dialog tree systems (e.g. Planescape: Torment ). On the other hand, JRPGs tend to limit players to developing pre-defined player characters , and often do not allow the option to create or choose one's own playable characters or make decisions that alter the plot. In the early 1990s, JRPGs were seen as being much closer to fantasy novels , but by
15648-934: The late 1990s, due to gamepads usually being better suited to real-time action than the keyboard and mouse. Some journalists and video game designers have questioned this cultural classification, arguing that the differences between Eastern and Western games have been exaggerated. In an interview held at the American Electronic Entertainment Expo , Japanese video game developer Tetsuya Nomura (who worked on Final Fantasy and Kingdom Hearts ) emphasized that RPGs should not be classified by country-of-origin, but rather described simply for what they are: role-playing games. Hironobu Sakaguchi , creator of Final Fantasy and The Last Story , noted that, while "users like to categorise" JRPGs as "turn-based, traditional styles" and WRPGs as "born from first-person shooters ," there "are titles that don't fit
15811-428: The late 1990s, which saw the rise of optical disks in fifth generation consoles. The implications for RPGs were enormous—longer, more involved quests, better audio, and full-motion video . This was first clearly demonstrated in 1997 by the phenomenal success of Final Fantasy VII , which is considered one of the most influential games of all time. With a record-breaking production budget of around $ 45 million,
15974-482: The localization of Shin Megami Tensei . According to Ito, the Super Famicom release was a great success for the company, helping establishing it as both a developer and publisher. While a success, the game also received criticism from players for its high encounter rate and difficulties using the map and in-game instructions. At the end of 2001, the PlayStation version was the 119th best selling video game of
16137-662: The localization, as several of them include terms or quotes from the game. For instance, the catastrophe in Shin Megami Tensei is referred to as the "Great Cataclysm" in Devil Summoner: Raidou Kuzunoha vs. The Soulless Army , while Persona 4 and Shin Megami Tensei IV include several quotes and terms from the game. The already translated Shin Megami Tensei quotes from Persona 4 's localization were reused verbatim in
16300-461: The mid-1970s, as an offshoot of early university mainframe text-based RPGs on PDP-10 and Unix -based computers, such as Dungeon , pedit5 and dnd . In 1980 , a very popular dungeon crawler , Rogue , was released. Featuring ASCII graphics where the setting, monsters and items were represented by letters and a deep system of gameplay, it inspired a whole genre of similar clones on mainframe and home computers called " roguelikes ". One of
16463-591: The middle to late 1990s, isometric, sprite-based RPGs became commonplace, with video game publishers Interplay Entertainment and Blizzard North playing a lead role with such titles as the Baldur's Gate , Icewind Dale and the action-RPG Diablo series, as well as the dialogue-heavy Planescape: Torment and cult classics Fallout and Fallout 2 . This era also saw a move toward 3D game engines with such games as Might and Magic VI: The Mandate of Heaven and The Elder Scrolls: Arena . TSR , dissatisfied with SSI's later products, such as Dark Sun: Wake of
16626-576: The modern JRPG in unoriginality", citing Square Enix CEO Yoichi Wada who stated that "they're strictly catering to a particular audience", the article noting the difference in game sales between Japan and North America before going on to suggest JRPGs may need to "move forward". This criticism has also occurred in the wider media with an advertisement for Fallout: New Vegas ( Obsidian Entertainment ) in Japan openly mocked Japanese RPGs' traditional characteristics in favor of their own title. Nick Doerr of Joystiq noted that Bethesda felt that JRPGs "are all
16789-421: The more fantasy novel approach of Squaresoft console RPGs such as Final Fantasy IV . However in 1994, game designer Sandy Petersen noted that, among computer gamers, there was criticism against cartridge-based console JRPGs being "not role-playing at all" due to popular examples such as Secret of Mana and especially The Legend of Zelda using "direct" arcade-style action combat systems instead of
16952-656: The more "abstract" turn-based battle systems associated with computer RPGs. In response, he pointed out that not all console RPGs are action-based, pointing to Final Fantasy and Lufia . Another early criticism, dating back to the Phantasy Star games in the late 1980s, was the frequent use of defined player characters , in contrast to the Wizardry and Gold Box games where the player's avatars (such as knights, clerics, or thieves) were blank slates. As Japanese console RPGs became increasingly more dominant in
17115-406: The music fulfilled its purpose within the game, but that it was otherwise poor and "samey", with a few catchy compositions as exceptions. Kalata and Snelgrove thought that Puzzle de Call featured interesting ideas, but that there was not anything special about it. They enjoyed how Messiah Riser was different from other Japanese role-playing games, but found the user interface hard to use and that
17278-459: The number of items that can be held. Most of the actions in an RPG are performed indirectly, with the player selecting an action and the character performing it by their own accord. Success at that action depends on the character's numeric attributes. Role-playing video games often simulate dice-rolling mechanics from non-electronic role-playing games to determine success or failure. As a character's attributes improve, their chances of succeeding at
17441-610: The platform divide between consoles and computers , respectively. Finally, while the first RPGs offered strictly a single player experience, the popularity of multiplayer modes rose sharply during the early to mid-1990s with action role-playing games such as Secret of Mana and Diablo . With the advent of the Internet, multiplayer games have grown to become massively multiplayer online role-playing games (MMORPG), including Lineage , Final Fantasy XI , and World of Warcraft . The role-playing video game genre began in
17604-447: The player a new demon that can be used when solving the puzzles. Each level, which consists of a number of screens, ends with a boss battle in which the player needs to collect icons while avoiding the bosses' attacks. Messiah Riser is a real-time strategy game in which the player battles by giving their demons commands. It focuses entirely on combat, with no exploration segments between battles. The 2011 Shin Megami Tensei: Devil Children
17767-451: The player battles against demons. While the player controls a devil child, that character does not directly fight themselves; instead, they send in their allied demons to fight against the opponents. This was changed in Book of Fire and Book of Ice , where the devil children are able to fight by using cards. If one of the player's demons falls in battle, another is automatically sent in to take
17930-424: The player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player's avatar . An example of this would be in Baldur's Gate , where if the character created by the player dies, the game ends and a previous save needs to be loaded. Although some single-player role-playing games give the player an avatar that
18093-608: The player determines whether the loss of immersion in the reality of the game is worth the satisfaction gained from the development of the tactic and its successful execution. Fallout has been cited as being a good example of such a system. Real-time combat can import features from action games , creating a hybrid action RPG game genre. But other RPG battle systems such as the Final Fantasy battle systems have imported real-time choices without emphasizing coordination or reflexes. Other systems combine real-time combat with
18256-426: The player needs to fuse their demons with each other. The non-role-playing games all have different gameplay: Puzzle de Call! is a puzzle game in which the player pushes around boxes to make their way to the pentagram at the end of each screen. Additionally, there is an egg placed in each screen, which disappears if the player does not reach it in a certain number of turns; if they reach it in time, it hatches, giving
18419-549: The player to change the party's character classes during the course of the game. Another "major innovation was the introduction of day/night cycles; certain items, characters, and quests are only accessible at certain times of day." In 1989, Phantasy Star II for the Genesis established many conventions of the genre, including an epic , dramatic, character-driven storyline dealing with serious themes and subject matter. Console RPGs distinguished themselves from computer RPGs to
18582-896: The player to manage a large amount of information and frequently make use of a windowed interface. For example, spell-casting characters will often have a menu of spells they can use. On the PC, players typically use the mouse to click on icons and menu options, while console games have the player navigate through menus using a game controller. The role-playing video game genre began in the mid-1970s on mainframe computers , inspired by pen-and-paper role-playing games such as Dungeons & Dragons . Several other sources of inspiration for early role-playing video games also included tabletop wargames , sports simulation games, adventure games such as Colossal Cave Adventure , fantasy writings by authors such as J. R. R. Tolkien , traditional strategy games such as chess , and ancient epic literature dating back to Epic of Gilgamesh which followed
18745-435: The player waited more than a second or so to issue a command, the game would automatically issue a pass command, allowing the monsters to take a turn while the PCs did nothing. There is a further subdivision by the structure of the battle system; in many early games, such as Wizardry , monsters and the party are arrayed into ranks, and can only attack enemies in the front rank with melee weapons. Other games, such as most of
18908-406: The player's control. Other games feature a party that the player can create at the start or gather from non-player characters in the game, coming into partial or full control of the player during the game. Although the characterization of the game's avatar will develop through storytelling, characters may also become more functionally powerful by gaining new skills, weapons, and magic. This creates
19071-498: The player's party receive experience points ; by accumulating these points, the characters' levels rise and new abilities are randomly learned. Players can choose to talk to demons instead of fighting them; they can ask the demons for items or money, try to get them to go away, or try to form an alliance with them. At some places, called "Cathedrals of Shadows", players can fuse two to three allied demons into one single, more powerful demon; as demons do not receive experience points, this
19234-461: The players, to be as exciting as the Japanese imports", and lacked the arcade and action-adventure elements commonly found in Japanese console RPGs at the time. In the early 1990s, American computer RPGs also began facing criticism for their plots, where "the party sticks together through thick and thin" and always "act together as a group" rather than as individuals, and where non-player characters are "one-dimensional characters", in comparison to
19397-410: The plot when the player defeats an enemy or completes a level, role-playing games often progress the plot based on other important decisions. For example, a player may make the decision to join a guild, thus triggering a progression in the storyline that is usually irreversible. New elements in the story may also be triggered by mere arrival in an area, rather than completing a specific challenge. The plot
19560-422: The portrayal of religious elements. This content clashed with Nintendo's strict content policy guidelines. The PlayStation port was also prevented from being localized by Sony's then-current approval policy. The possibility of later localization after the series became established in the West were stalled due to the age of the game, which would have put it at a disadvantage in the modern gaming market. In 2002,
19723-437: The precursor to Ultima . Some early microcomputer RPGs (such as Telengard (1982) or Sword of Fargoal ) were based on their mainframe counterparts, while others (such as Ultima or Wizardry , the most successful of the early CRPGs) were loose adaptations of D&D . They also include both first-person displays and overhead views, sometimes in the same game ( Akalabeth , for example, uses both perspectives). Most of
19886-512: The problems often cited against JRPGs also often apply to many WRPGs as well as games outside of the RPG genre. BioWare games have been criticized for "lack of innovation, repetitive structure and lack of real choice." WRPGs, such as Bethesda games, have also been criticized for lacking in "narrative strength" or "mechanical intricacy" due to the open-ended, sandbox structure of their games. Shin Megami Tensei (video game) The story follows
20049-432: The pseudonyms Yuriko ( 由利子 ) and Louis Cyphre ( ルイ・サイファー , Rui Saifā ) ; and Stephen, the creator of the demon summoning program. The game begins with the Hero dreaming that he meets the Law Hero, the Chaos Hero, and a woman named Yuriko; she promises that she will become the Hero's partner. He wakes up, and receives an e-mail with a computer program for summoning demons attached. While out on an errand, he learns that
20212-409: The rest of the building feeling like a ghost town . This fascination led to it being included as a dungeon in the game. While designing the maps, Kaneko wanted to use wire-frame models , but the Super Famicom's limited capacities meant this idea was scrapped. By the end of development, multiple members of staff voiced dissatisfaction with the final product. Ito and Suzuki felt that the portrayals of
20375-409: The right things to the right non-player characters will elicit useful information for the player, and may even result in other rewards such as items or experience, as well as opening up possible storyline branches. Multiplayer online role-playing games can offer an exception to this contrast by allowing human interaction among multiple players and in some cases enabling a player to perform the role of
20538-434: The role of one such devil child, and battles against demons; the devil children do not fight directly themselves, however, but have allied demons in their party fight for them. The player can choose to talk to demons instead of fighting them, to try to make them join the player's party, and can increase their allied demons' power by fusing multiple demons with each other. While Multimedia Intelligence Transfer developed most of
20701-488: The same terminology , settings , and game mechanics . Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Role-playing video games use much of
20864-436: The same basic structure of setting off in various quests in order to accomplish goals. After the success of role-playing video games such as Ultima and Wizardry , which in turn served as the blueprint for Dragon Quest and Final Fantasy , the role-playing genre eventually diverged into two styles, Eastern role-playing games and Western role-playing games , due to cultural differences , though roughly mirroring
21027-492: The same style as those in manga and anime . The stylistic differences are often due to differing target audiences: Western RPGs are usually geared primarily towards teenage to adult males, whereas Japanese RPGs are usually intended for a much larger demographic, including female audiences , who, for example, accounted for nearly a third of Final Fantasy XIII 's playerbase. In 2015, IGN noted in an interview with Xenoblade Chronicles X 's development team that
21190-424: The same terminology, settings and game mechanics as early tabletop role-playing games such as Dungeons & Dragons . Players control a central game character, or multiple game characters, usually called a party , and attain victory by completing a series of quests or reaching the conclusion of a central storyline. Players explore a game world, while solving puzzles and engaging in combat. A key feature of
21353-598: The same" and "too linear", to which he responded that "[f]or the most part, it's true" but noted there are also non-linear JRPGs such as the Romancing SaGa series. Such criticisms have produced responses such as ones by Japanese video game developers , Shinji Mikami and Yuji Horii , to the effect that JRPGs were never as popular in the West to begin with, and that Western reviewers are biased against turn-based systems. Jeff Fleming of Gamasutra also states that Japanese RPGs on home consoles are generally showing signs of staleness, but notes that handheld consoles such as
21516-449: The scene where it is played, but that few were memorable. They did note "Ginza" as an exception, which they felt was so well-composed that it would sound good in any format. The success of Shin Megami Tensei led to multiple sequels over the coming years and made the Megami Tensei franchise more popular. Development on a sequel began immediately after the success of Shin Megami Tensei . Shin Megami Tensei II , which directly continued
21679-632: The series in Japan led to the creation of two anime series and two manga series, as well as a trading card game . The first anime, Shin Megami Tensei: DeviChil , was produced by CBC , Dentsu , and TMS Entertainment , with additional animation provided by Actas . It aired for 50 episodes from October 7, 2000 to September 29, 2001; the second, Shin Megami Tensei: D-Children – Light & Dark , aired for 52 episodes from October 5, 2002 to September 27, 2003, and
21842-592: The series to have been released in English are Dark Version and Light Version . The soundtracks for Black Book and Red Book were composed by Tomoyuki Hamada from the group T's Music, using orchestral music blended with elements of rock . For the 2011 game, Yuji Himukai, known for his work on Atlus' Etrian Odyssey series, was tasked with creating new designs and illustrations of Mirai and Setsuna; they were designed to look older than in their original appearances in Black Book and Red Book . The popularity of
22005-435: The series. When designing it, the team slowly decided that they wanted to break the then-current gaming status quo using its aesthetic and content. That feeling, along with granting it a sense of reality through use of dark imagery, would later define the series. The main theme of Shin Megami Tensei was a person waking up to inevitable destruction and being able to do nothing but rely on their own abilities. The scenario took
22168-571: The start of the production, Atlus staff saw Shin Megami Tensei as a chance to create a game with the company's brand on it. The staff saw it as a remake of the previous Megami Tensei game; because of this, they knew what was going to happen in the story, and the development went smoothly. The story went through multiple revisions, and many settings were inspired by the staff's personal lives. The character and demon designs were done by Kazuma Kaneko , who used mythical figures and multiple clothing styles in his designs. Critical and commercial reception for
22331-422: The story, and in response the attitudes of people and demons change; for instance, demons who are law-aligned will refuse to form an alliance with chaos-aligned players. Additionally, depending on their alignment, players will not be let into certain areas; for instance, the Order of Messiah will not let chaos-aligned players into their churches. Shin Megami Tensei takes place in a near future Tokyo , first in
22494-493: The team Aeon Genesis released an English translation patch unofficially for the original Super Famicom release of the game. They went on to release English translations for Shin Megami Tensei II in 2004 and Shin Megami Tensei if... in 2018. In 2021, another team released a translation patch for the GBA version that carries over the official iOS localization. In 2022, a third team released an unofficial English translation patch for
22657-531: The tempo of the game was good, allowing for a stress-free experience playing the game, while another thought that the enemies were too strong at the beginning, forcing the player to repeatedly fuse their demons to make any progress at all. Kalata and Snelgrove were critical of the Game Boy Color titles' visuals, and were disappointed in the updated music and graphics in the PlayStation remake, saying that it looked like "a subpar Super Famicom RPG". Famitsu
22820-496: The term 'JRPG,' but if this game makes people rethink the meaning of this term, I'll be satisfied." The writer Jeremy Parish of 1UP.com states that " Xenoblade throws into high relief the sheer artificiality of the gaming community's obsession over the differences between" Western and Japanese RPGs, pointing out that it "does things that don't really fit into either genre. Gamers do love their boundaries and barriers and neat little rules, I know, but just because you cram something into
22983-452: The text was inserted into the game. A challenge for the localization team was character limitations: only four rows of text, with 28 characters each, were able to be displayed at a time, and at some points this had to be limited even further in order to avoid graphical glitches. This was solved by modifying the game to allow for more text boxes as needed. Later Megami Tensei games, which had been localized before Shin Megami Tensei , influenced
23146-503: The time, in addition to the influence of visual novel adventure games . As a result, Japanese console RPGs differentiated themselves with a stronger focus on scripted narratives and character drama, alongside streamlined gameplay. In recent years, these trends have in turn been adopted by WRPGs, which have begun moving more towards tightly structured narratives, in addition to moving away from "numbers and rules" in favor of streamlined combat systems similar to action games. In addition,
23309-402: The titular "devil children", or "demikids" – children who are demon-human hybrids , and wield superpowers. They all live in modern-day Japan, but end up traveling to the demon world as part of their adventures. The devil children are given weaponry, such as guns, and are joined by guiding companion monsters who can speak human language. The Devil Children titles are role-playing games in which
23472-583: The traditional role-playing " offered by Japanese console RPGs, which instead emphasized character interactions. In response, North American computer RPGs began making a comeback towards the end of the 1990s with interactive choice-filled adventures. Several writers have criticized JRPGs as not being "true" RPGs, for heavy usage of scripted cutscenes and dialogue, and a frequent lack of branching outcomes. Japanese RPGs are also sometimes criticized for having relatively simple battle systems in which players are able to win by repetitively mashing buttons. As
23635-513: The typical Western-style RPGs of the time. Due to the cultural differences between Western and Japanese variations of role-playing games, both have often been compared and critiqued by those within the video games industry and press. In the late 1980s, when traditional American computer RPGs such as Ultima and Defender of the Crown were ported to consoles, they received mixed reviews from console gamers, as they were "not perceived, by many of
23798-448: The underlying game mechanics (e.g. "rules-based" or "system-based" ); whereas JRPGs tend to feature brighter, anime -like or chibi graphics, younger characters, turn-based or faster-paced action gameplay, and a greater focus on tightly-orchestrated, linear storylines with intricate plots (e.g. "action-based" or "story-based" ). Further, WRPGs are more likely to allow players to create and customize characters from scratch, and since
23961-427: The world map allow the player to save their game, and they can use them to teleport between terminals in different areas of Tokyo. Battles are turn-based, and consist of players letting the characters in their party attack with swords or guns, summon demons, or cast magic spells; both demons and humans, with the exception of the player character, are able to use magic. By participating in battles, human characters in
24124-400: The year "199X", and then 30 years later in a post-apocalyptic version of the city. A rift has been opened to another world, allowing demons to invade Tokyo; by using a computer program, humans are able to communicate with and summon the demons. Across the story, moral alignments are portrayed in various ways: alongside the middle "neutral" pathway, the "law" faction believes in establishing
24287-422: The year in Japan, with 85,991 sold copies. On release, Famitsu magazine gave the original Super Famicom version a score of 36 out of 40, with all four reviewers giving it a 9 out of 10. This made it one of their three highest-rated games of 1992, along with Dragon Quest V and World of Illusion Starring Mickey Mouse and Donald Duck . Shin Megami Tensei was also one of only eleven games to have received
24450-448: Was "fear", which extended to both obvious threats and the internal dread the creatures evoked. The graphics for most demons were directly drawn as sprites , without concept art , to make sure that the design and the graphics would work within the hardware limitations of the Super Famicom. Certain important characters, and some demons who the player would be guaranteed to meet, were drawn as concept art first. Several demons were designed in
24613-446: Was a theme that was common in most console RPGs at the time but absent from most computer RPGs. During the 1990s, console RPGs had become increasingly dominant, exerting a greater influence on computer RPGs than the other way around. Console RPGs had eclipsed computer RPGs for some time, though computer RPGs began making a comeback towards the end of the decade with interactive choice-filled adventures. The next major revolution came in
24776-412: Was also based on Dragon Ball , specifically on that of the "super saiyan" transformations in that series. Kaneko wanted the Chaos Hero to change back and forth between human and demon form to tie in more closely with this design theme, but the concept was abandoned. During production, all the characters had names attached to them to help with identification during event planning. The character Louis Cyphre
24939-407: Was also critical of the updates, calling them insignificant. Kalata and Snelgrove did however find the Game Boy Advance games' graphics to be a large improvement over the previous games'. Patrick Gann at RPGFan was underwhelmed by the music in Black Book and Red Book , calling it "far from noteworthy" and saying that it had failed to leave a lasting impression on him. Chris Greening at VGMO said that
25102-451: Was another early action RPG for the NES, released as a side-story to the computer action RPG Dragon Slayer II: Xanadu . Square 's Final Fantasy for the NES introduced side-view battles, with the player characters on the right and the enemies on the left, which soon became the norm for numerous console RPGs. In 1988, Dragon Warrior III introduced a character progression system allowing
25265-479: Was created presumably as a response to the popularity of the Pokémon series of games, and as an alternative take on the game Shin Megami Tensei for younger players, featuring child characters and cute monsters. Most of the games were developed by Multimedia Intelligence Transfer and published by Atlus , and the 2011 Shin Megami Tensei: Devil Children , which was developed by Index Corporation . The only games in
25428-441: Was easy to get lost due to the bland textures of the walls and the floors. They did however like the graphics used in battles and story sections, which they found well-drawn and detailed. They praised the designs of the game's female characters, especially Nekomata , Lamia , and Yuriko, but felt that the designs of the male characters were bland. TouchArcade found the music to be fantastic. RPGFan said that every piece fits into
25591-409: Was first released on the Super Famicom on October 30, 1992, in Japan; it remained exclusive to that region for 22 years. It was the first Megami Tensei title not to be published by Namco . Instead, it was published by Atlus, which caused some complaints as to why Namco was not publishing the game. A fan translation of the Super Famicom version has been developed. Subsequent ports were released on
25754-498: Was inspired by the character of the same name from the 1987 movie Angel Heart . Some characters, such as Stephen and General Gotou, are based on real-life people; in the game files, they are identified as " hoking " and " mishima ", respectively. According to Ito, the character Thorman's name was originally inspired by the Norse god of thunder , but after release, he realized that the name was highly similar to that of Harry S. Truman ,
25917-541: Was made by Suzuki and Kaneko, and was influenced by manga such as Violence Jack , Devilman , and Fist of the North Star . Kichijōji was decided to be the game's starting point due to Kaneko, Suzuki, and Ito all having lived in or near the area, or having visited it often. The abandoned Terminal Echo building there fascinated them, making them wonder how a building in such a prime location could remain unoccupied; Ito described it as two floors of arcade cabinets, with
26080-978: Was produced by TV Tokyo and NAS . Actas animated the first half of the series, and Studio Comet animated the second half. Two Devil Children music albums were released by First Smile Entertainment on December 20, 2000 and February 21, 2001: Shin Megami Tensei: Devil Children Perfect Soundtracks , which features the soundtracks of Black Book and Red Book , as well as one vocal theme composed by Hiro Takahashi and one by Nao Ito; and Shin Megami Tensei: Devil Children Arrange Tracks , which features new arrangements by Hamada and Motoi Sakuraba of Black Book and Red Book music. There were plans for individual soundtrack albums for Black Book and Red Book , but they were cancelled due to low demand. Devil Children has received
26243-541: Was the first such attempt to recreate a role-playing game for a console, and requires several simplifications to fit within the more limited memory and capabilities of the Famicom compared to computers; players in Dragon Quest controlled only a single character, the amount of control over this character limited due to the simplicity of the Famicom controller, and a less-realistic art style was chosen to better visualize
26406-520: Was the first time he had created music for the Super Famicom, so he was not familiar with the console's specifications. During composition, he needed to check the specifications repeatedly to see what he could do within the hardware limitations. For the PC Engine port, the music was arranged by Hitoshi Sakimoto . A soundtrack album, Shin Megami Tensei Law & Chaos Disc , was released on February 24, 1993, by Victor Entertainment under
26569-430: Was very little character development, and how scenes that "traditionally [would] be poignant", especially death scenes, were handled in a nonchalant manner. TouchArcade called the graphics "good, but not great", though reasonable given the game's age, but that some demon designs were "spectacular works of art". RPGFan found the majority of the game's graphics to be "functional, but not too appealing", and said that it
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