Nanami Kujou Megami Tensei See You Again Next World

Japanese media franchise

Video game series

Megami Tensei
The logo consists of the text "Megami Tensei" written horizontally using four red, cursive kanji characters. The third character is written further down than the rest.
Genre(s) Role-playing
Developer(due south) Atlus, Arc Arrangement Works, CAVE, Lancarse, Multimedia Intelligence Transfer, Nex Entertainment, Omega Force, Sega
Publisher(s)
  • JP: Atlus, Namco, Sega
  • NA: Atlus The states, Aeria Games, Sega
  • EU: Atlus, Deep Silver, Koei, Ghostlight, Nintendo, NIS America, Sega, Square Enix, Zen United
Creator(s) Aya Nishitani
Kouji Okada
Gin'ichiro Suzuki
Kazunari Suzuki
Platform(s) Android, Game Boy, Game Boy Color, Game Boy Advance, Game Gear, iOS, Microsoft Windows, MSX, NES, Nintendo DS, Nintendo 3DS, PC Engine, PlayStation, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation five, PlayStation Portable, PlayStation Vita, Sega CD, Sega Saturn, SNES, Virtual Male child, Wii, Wii U, Nintendo Switch, Xbox, Xbox 360, Xbox I, Xbox Series X/South
First release Digital Devil Story: Megami Tensei
September eleven, 1987
Latest release Shin Megami Tensei V
November xi, 2021
Spin-offs
  • Last Bible
  • Majin Tensei
  • Devil Summoner
  • Persona
  • Digital Devil Saga
  • Devil Children
  • Devil Survivor

Megami Tensei ,[a] marketed internationally equally Shin Megami Tensei (formerly Revelations), is a Japanese media franchise created by Aya Nishitani, Kouji "Cozy" Okada, Ginichiro Suzuki, and Kazunari Suzuki. Primarily adult and published by Atlus, and currently owned by Atlus (and Sega, after acquisition), the franchise consists of multiple subseries and covers multiple office-playing genres including tactical role-playing, action office-playing, and massively multiplayer online role-playing. The first 2 titles in the series were published by Namco (now Bandai Namco), but have been most ever published by Atlus in Japan and Due north America since the release of Shin Megami Tensei. For Europe, Atlus publishes the games through 3rd-party companies.

The series was originally based on Digital Devil Story, a scientific discipline fiction novel series by Aya Nishitani. The series takes its proper name from the start volume'due south subtitle. Most Megami Tensei titles are stand-alone entries with their ain stories and characters. Recurring elements include plot themes, a story shaped by the player's choices, and the power to fight using and often recruit creatures (demons, Personas) to aid the actor in battle. Elements of philosophy, organized religion, occultism, and science fiction have all been incorporated into the series at different times.

While not maintaining as loftier a contour as series such equally Final Fantasy and Dragon Quest, it is highly popular in Japan and maintains a strong cult following in the Westward, finding critical and commercial success. The series has get well known for its creative direction, challenging gameplay, and music, but raised controversy over its mature content, dark themes, and use of Christian religious imagery. Additional media include manga adaptations, anime films, and television serial.

In Japan, some games in the serial do not use the "Megami Tensei" championship, such as the Persona sub-serial. However, English localizations accept used the "Shin Megami Tensei" moniker since the release of Shin Megami Tensei: Nocturne in 2003, until being discarded in overseas territories kickoff with Persona 4 Loonshit (2012). Most of the early on games in the serial were not localized due to them existence on Nintendo platforms, which had strict guidelines well-nigh religious subjects and topics in the West at the time.

Titles [edit]

Games [edit]

The first installment in the franchise, Digital Devil Story: Megami Tensei, was released on September 11, 1987.[1] The post-obit entries have nigh always been unrelated to each other except in carrying over thematic and gameplay elements. The Megami Tensei games, and the later Shin Megami Tensei titles course the cadre of the serial, while other subseries such as Persona and Devil Summoner are spin-offs marketed as part of the franchise. There are also stand-alone spin-off titles.[2] [3]

Chief series [edit]

Release timeline
1987 Digital Devil Story: Megami Tensei
1988
1989
1990 Digital Devil Story: Megami Tensei II
1991
1992 Shin Megami Tensei
1993
1994 Shin Megami Tensei Two
Shin Megami Tensei If...
1995
1996
1997
1998
1999
2000
2001
2002 Shin Megami Tensei: Nine
2003 Shin Megami Tensei 3: Nocturne
2004
2005
2006
2007 Shin Megami Tensei: Imagine
2008
2009 Shin Megami Tensei: Strange Journeying
2010
2011
2012
2013 Shin Megami Tensei IV
2014
2015
2016 Shin Megami Tensei Iv: Apocalypse
2017
2018
2019
2020
2021 Shin Megami Tensei V

2 entries take been released for the Famicom: Digital Devil Story: Megami Tensei in 1987, and Digital Devil Story: Megami Tensei 2 in 1990.[1] [4] The two titles are unrelated to each other in terms of story, and each introduced the basic gameplay and story mechanics that would come to define the series.[5] Two entries were released for the Super Famicom: Shin Megami Tensei in 1992, and Shin Megami Tensei Two in 1994.[five]

After a 9-twelvemonth gap, Shin Megami Tensei III: Nocturne was released in 2003 for the PlayStation two. Its Maniax Edition director'due south cut was released in Japan and North America in 2004, and in Europe in 2005. The numeral was dropped for its North American release, and its title changed to Shin Megami Tensei: Lucifer's Call in Europe.[6] [vii] [eight] [9] [10] The adjacent entry, Shin Megami Tensei: Strange Journey, was released for the Nintendo DS in 2009 in Nihon and 2010 in Due north America.[xi] Shin Megami Tensei Iv for the Nintendo 3DS was released in 2013 in Japan and North America, and a year afterward in Europe equally a digital-only release.[12] [thirteen] [14] Another game ready in the same universe, Shin Megami Tensei IV: Apocalypse, was released for the 3DS in February 2016 in Nippon.[15] Shin Megami Tensei V was released on the Nintendo Switch in 2021.[sixteen]

In addition to the main series, in that location are Shin Megami Tensei spin-off games. The first is Shin Megami Tensei If..., released in the same year and on the aforementioned arrangement as Shin Megami Tensei Ii.[17] The 2d, Shin Megami Tensei: Nine, was released for the Xbox in 2002.[18] Originally designed equally a massively multiplayer online role-playing game (MMORPG), it was later split into a dual unmarried-role player and multiplayer bundle, and the single-actor version released first. The online version was delayed and eventually cancelled every bit the developers could not manage the required online capacities using Xbox Live.[19] [20] A truthful MMORPG, Shin Megami Tensei: Imagine, was released for Microsoft Windows in 2007 in Nippon, 2008 in N America, and 2009 in Europe.[21] [22] [23] Western service was terminated in 2014 when Marvelous USA, the game's then-handlers, shut down their PC Online game department.[24] Its Japanese service concluded in May 2016.[25] A smartphone game, Shin Megami Tensei: Liberation Dx2, was released in 2018.[26]

Persona [edit]

Persona is the largest and nearly popular spin-off from the Megami Tensei series.[27] The kickoff entry in the serial, Megami Ibunroku Persona (originally released overseas as Revelations: Persona), was released in 1996 in Nihon and Northward America.[28] [29] The first Persona 2 title, Innocent Sin, was released in 1999 in Japan.[28] The 2nd game, Eternal Penalisation, was released in 2000 in Japan and Northward America.[28] [xxx] Persona 3 was released in 2006 in Japan, 2007 in North America, and 2008 in Europe.[31] [32] [33] Its sequel, Persona 4, was released in 2008 in Japan and North America, and in 2009 in Europe.[34] [35] [36] A sixth entry in the serial, Persona five, was released in Japan on September 15, 2016, and was released in Due north America and Europe on April 4, 2017,[37] to critical acclamation. In improver to the main Persona games are spin-offs, and so far focused on Persona three, 4 and 5: the canon spin-offs Persona Q: Shadow of the Labyrinth and Persona Q2: New Picture palace Labyrinth, two fighting games Persona iv Arena and its sequel Loonshit Ultimax as well as the crossover fighting game BlazBlue: Cross Tag Battle, and rhythm games Persona 4: Dancing All Night, Persona 3: Dancing in Moonlight, and Persona five: Dancing in Starlight.[38] [39] While Persona three and 4 used the Shin Megami Tensei moniker in the West, it was dropped for the Persona four Arena duology and Persona 4 Golden as it would accept fabricated the titles too long to be practical.[27] [xl]

Devil Summoner [edit]

The Devil Summoner subseries began in 1995 with the release of Shin Megami Tensei: Devil Summoner.[5] Information technology was followed past Devil Summoner: Soul Hackers in 1997,[28] which itself is planned to be followed by Soul Hackers 2 in 2022.[41] 2 activity role-playing prequels gear up in 1920s Tokyo were also developed, which revolve around demon summoner Raidou Kuzunoha: Raidou Kuzunoha vs. the Soulless Army was released in 2006, and Raidou Kuzunoha vs. Rex Abaddon was released in 2008.[6]

Other spin-offs [edit]

Aside from Persona and Devil Summoner, there are other spin-off series covering multiple genres. After the release of Shin Megami Tensei II, Atlus began focusing work on building spin-offs and subseries that would form function of the Megami Tensei franchise.[two] Presently after Nocturne 's release, a duology titled Digital Devil Saga (Digital Devil Saga: Avatar Tuner in Nihon) was created based effectually like systems to Nocturne, and was also intended as a more accessible gaming experience.[42] Two tactical role-playing games have been developed by Atlus for the DS under the Devil Survivor moniker: the original Devil Survivor and Devil Survivor 2.[43] [44] Both have received expanded ports for the 3DS.[45] [46] Other subseries include Concluding Bible, a series aimed at a younger audition and using a pure fantasy setting;[3] Devil Children, which was inspired by the pop Pokémon series;[47] and Majin Tensei, a series of strategy games.[48] Two notable stand-alone spin-offs are action spin-off Jack Bros. and Tokyo Mirage Sessions ♯FE, a crossover with Intelligent Systems' Fire Keepsake serial.[49] [50]

[edit]

Several titles in the franchise accept received anime and manga adaptations: Persona 3 received both a iv-part theatrical adaptation (#one Spring of Birth, #2 Midsummer Knight's Dream, #three Falling Downwards, #4 Wintertime of Rebirth),[51] [52] [53] [54] and a spin-off series titled Persona: Trinity Soul.[55] Persona 4 received two adaptations: Persona iv: The Animation, based on the original game, and Persona 4: The Gilt Blitheness, based on its expanded PlayStation Vita port.[56] [57] A live-activeness television series based on the original Devil Summoner was circulate betwixt 1997 and 1998.[58] Devil Survivor 2 also received an anime adaptation of the aforementioned proper noun, while the Devil Children series received two anime adaptations.[iii] [59] Multiple Shin Megami Tensei and Persona titles have received manga and CD drama adaptations.[iii] [60] [61] [62] [63] [64] [65] Action figures and merchandise related to Persona take likewise been produced.[66] [67]

Common elements [edit]

Despite about games in the series taking place in different continuities, they exercise share certain elements. One of its defining traits is it being set in a contemporary urban environment, specifically modernistic-twenty-four hour period Tokyo. Post-apocalyptic elements are a recurring feature in settings and narratives.[3] [68] This pick was originally made to ready the game apart from other fantasy-based gaming franchises of the time, as modernistic twenty-four hour period Tokyo was rarely seen in games as opposed to versions of it from the past.[68] [69] The Persona series takes identify exclusively within this setting, spanning a single continuity and mostly focusing on the exploits of a group of immature people.[27] [lxx]

Shin Megami Tensei 2 is one of the notable early exceptions to the series' mutual setting, as it is fix in a science fiction-styled hereafter despite withal including fantasy elements.[71] The Last Bible serial also shifted to a full fantasy setting.[3] Two more recent notable departures were Strange Journeying, which shifted the focus to Antarctica to portray the threat on a global calibration, and Shin Megami Tensei IV, which included a medieval-stage society existing separately from a modern-day Tokyo.[72] [73] The Devil Summoner games take the form of modern-mean solar day detective stories as opposed to post-apocalyptic settings.[3]

The series championship translates as "Reincarnation of the Goddess": this has carried over into the current Shin Megami Tensei series, which has been officially translated as "True Goddess Metempsychosis". The discussion "Metempsychosis" refers to the cycle of reincarnation that ties into many Megami Tensei stories. The reborn goddess of the championship has multiple meanings: it refers to a female person character in each game that could be interpreted as the goddess, and is as well representative of the desperate changes a location undergoes during a game.[2] [5] The concept of reincarnation was besides included in narratives and gameplay mechanics to tie in with these themes.[five] The series' overarching title has been truncated to "MegaTen" past series fans. Originating in Nippon, the abbreviation has go a mutual term for the series amid its fans.[74] [75]

Gameplay [edit]

Screenshot of the Printing Plough system as it appears in Shin Megami Tensei Iv. Allied demons include designs by Kazuma Kaneko.

The gameplay in the series has become notable for its loftier difficulty, along with several mechanics that have endured betwixt games.[76] A key chemical element present since the first Megami Tensei is the ability to recruit demons to fight alongside the player in battle, alongside the ability to fuse two different demons together to create a more powerful demon.[5] Equivalents to these systems appear in the later Persona titles.[77] The game'south most recognizable battle system is the Press Plow arrangement, first introduced in Nocturne. The Printing Turn Organisation is a plough-based battle mechanic governing both the actor party and enemies, where either political party are rewarded an extra plough for hit an enemy'south weakness.[42] [78] [79] A Moon Stage System or equivalent, in which phases of the moon or changes in the atmospheric condition afflicted the behavior of enemies, is also featured in multiple games.[78] [80]

The layout of the offset 2 Megami Tensei games were noticeably different from later games: Megami Tensei used a 3D first-person perspective, while Megami Tensei Two used a combination of offset-person 3D displays for battle and top-down 2d displays for navigation. The alter was suggested by staff members who did not desire players getting lost in a large 3D environment.[5] The 2D/first person viewpoint connected until Nocturne, which switched to a third-person perspective. This was done due to a condition similar to car sickness called "3D sickness" with offset person shooters in Japan at the time: the developers wanted something for players to focus on.[ii] A first-person perspective was reintroduced in Strange Journeying, and incorporated into IV 'south battles forth with navigable 3D environments.[81] [82]

Plots and themes [edit]

Each title focuses on the extraordinary invading the ordinary world, though the two main Megami Tensei series focus on different things: Shin Megami Tensei focuses more on the primary protagonist gaining the power needed to survive in a globe ruled over by tyrannical deities, while Persona focuses on interpersonal relationships and the psychology of a group of people.[72] The protagonist is generally male person within the Shin Megami Tensei titles: while a female lead or the ability to choose a lead's gender is non out of the question, some staff feel that Shin Megami Tensei atomic number 82 roles are better suited to a male character.[80] Throughout its lifetime, the serial has incorporated elements of Gnosticism, various globe mythologies and religions including Christianity and Buddhism, early science fiction, Jungian psychology and archetypes, occultism, punk, and cyberpunk.[2] [5] [73] [76] [83] [84] The science fiction and fantasy elements are brought together and unified through the utilise of philosophical concepts, enabling a blending of concepts and aesthetics that might commonly clash.[76]

The stories of the cadre Shin Megami Tensei titles frequently include fighting against a tyrannical God.[85] The method of story-telling in the serial can involve traditional use of cutscenes and spoken dialogue (Persona, Digital Devil Saga), or a text-based minimalist arroyo that places emphasis on atmosphere (Nocturne).[76] A tradition within the core Shin Megami Tensei serial is to focus on a single playable character as opposed to a group.[84] Alongside other recurring characters is Lucifer, the fallen affections who stands against God and is portrayed in multiple forms to represent his omnipotence.[86] Since Megami Tensei Two, the series has used a morality-based decision system, where the player'due south deportment affect the outcome of the story.[5] In Megami Tensei II, the alignments were commencement divers as "Police" (the forces of God) and "Chaos" (the army of Friction match).[68] In future games, an additional "Neutral" road was included where the player could reject both sides.[72] Selected games accept been thematically or otherwise linked to a particular alignment. Shin Megami Tensei 2, due to events prior to the story, focuses on the "Police" alignment. For Nocturne, all the characters were roughly aligned with "Chaos", which was done both to bring multifariousness to the series and allow the development squad more artistic freedom.[87] [88] Shin Megami Tensei Iv: Apocalypse is restricted to a "Neutral" alignment while nevertheless having multiple endings.[89] The three-tiered alignment was used in Strange Journey, and continued into Shin Megami Tensei IV.[72] [90]

Evolution and history [edit]

Origins [edit]

The Megami Tensei series began life as a media expansion of the Digital Devil Story serial, a ready of science-fantasy novels written by Aya Nishitani during the 1980s.[68] The media expansion was handled by Nishitani and his publisher Tokuma Shoten.[91] [92] The game was developed at Atlus and published past Bandai Namco (and then Namco). Although they wanted to incorporate as much of the original story as possible, the limited capabilities of the Famicom fabricated this goal nigh impossible.[5] [68] [93] The serial' creators were Kouji Okada (credited as Cozy Okada in English), Ginichiro Suzuki, and Ginichiro'due south son Kazunari.[5] [94] The game proved popular in Nihon, and effectively launched the Megami Tensei franchise, with its more than aggressive sequel following in 1990.[five] [93] During the development of Shin Megami Tensei, which was driven past the concept of a Super Famicom game with the visitor's brand on it, the team slowly decided that they wanted to interruption the then-current gaming condition quo using its aesthetic and content.[95] Despite this attitude, the staff considered Shin Megami Tensei to exist a remake of Megami Tensei Two.[5] In many of these earlier games, staff members at Atlus had cameos.[v]

The bulk of the Megami Tensei series is adult by Atlus' R&D Department 1.[96] Other developers have been involved with the series: these include Multimedia Intelligence Transfer (Concluding Bible serial), Lancarse (Foreign Journey), CAVE (Imagine) and Nex Entertainment (Ix), and Arc System Works (Persona 4 Arena).[22] [72] [97] [98] [99] [100] Most of the games up to 2003 were handled by Okada, but when he departed to grade his ain company Gaia, Kazuma Kaneko became the series' creative director.[86] [94] There are two chief writers in the franchise: Shogo Isogai and Ryutaro Ito.[5] [101] Ito first worked on Megami Tensei Ii, joining the team after evolution to write the script, along with working with the script and beingness role of the debug team.[5] Isogai's first piece of work for the series was the script for Shin Megami Tensei 2.[101] The next entry If... was also written by Ito, and designed as a departure from the thousand scale of previous games, instead being set within a cloistered school surroundings. His final work for the series was the commencement Devil Summoner.[v] Isogai also worked on Shin Megami Tensei II and If..., and later worked on multiple Devil Summoner games, Nocturne and Foreign Journeying.[101] The music for the first 5 main Megami Tensei titles was equanimous by Tsukasa Masuko.[v] [102] For Nocturne, Shoji Meguro, who had done piece of work on before spin-off titles, was brought in. He after became well known for his work on the Persona titles.[103] [104] [105]

Art design [edit]

The Shin Megami Tensei and Persona art styles have been defined by ii unlike artists: Kazuma Kaneko and Shigenori Soejima.[28] [87] Kaneko had a long history with the series, having washed some work on the original Megami Tensei titles.[87] His first prominent piece of work for the series was on Shin Megami Tensei, who worked on both the sprite art and promotional artwork for the game'south characters and demons. He was also responsible for suggesting many of the game's darker features, defining the series' eventual identity.[95] Earlier designing each demon, Kaneko looks up his chosen discipline to go their mythological background, and uses that in their design. Many of Kaneko's demon designs were influenced by both creatures and deities from world mythology, and monsters from popular culture like Godzilla.[76] [87] Aslope working on Shin Megami Tensei 2, If... and Nocturne, he also did graphic symbol designs for the first three Persona games.[71] [87] [95] [106] Kaneko's style has been described every bit "cold [and] stoic", evolving into that land over time to keep the artwork every bit shut equally possible to the in-game render.[87] He states that he mainly does line drawings for the artwork. He starts his artwork with pencil, and so scans them onto a computer and then other artists tin work on them digitally.[107]

Soejima'due south first piece of work for the series was as part of the digital coloring team for the first Devil Summoner. He later had minor roles in artwork and grapheme pattern in the first Persona and Soul Hackers. He later did the secondary characters for the Persona 2 duology, and was also function of the team checking over the PlayStation ports of the commencement 3 Shin Megami Tensei games, every bit well equally minor work on Nocturne.[28] Soejima was chosen as the atomic number 82 designer for Persona 3 past Kaneko, as Kaneko wanted the younger staff members to gain experience.[87] Persona 3 proved challenging for Soejima as he needed to refine his drawing style and take the expectations of series fans into business relationship. He would go on to design for Persona iii/FES and Portable, Persona 4, and Persona 5.[28] [108] Soejima'southward drawing way is recognized as being lighter-toned than Kaneko's work on the Shin Megami Tensei games.[87]

Other designers accept likewise worked on the series. For 9, the developers wanted to have a new way to suit the game'southward original vision, then the characters were designed past animator Yasuomi Umetsu.[109] Some other designer for the series is Masayuki Doi, who had made a name for himself with the Trauma Centre series; and designed the master characters for Shin Megami Tensei Iv. Inspired in his work by Kaneko'due south designs, he created the main characters' clothing to be a blend of Japanese and western fashions while incorporating design elements from the Star Wars series.[110] [111] [112] For the Devil Survivor games, Atlus were aiming to appeal to a wider audience and reinvigorate the Megami Tensei franchise, hiring Suzuhito Yasuda as character designer for this purpose. Some monsters in the second Devil Survivor were designed by manga artist Mohiro Kitoh.[113] [114]

Localization [edit]

For a long time, the Megami Tensei franchise was not exported to western territories despite there being a recognized market. The original reasons were the heavy religious themes and symbols used, which were considered taboo in western game markets, and Nintendo's strict content guidelines for overseas releases.[68] [115] [116] Later, many of these early works were prevented from coming overseas due to their age, which would have put them at a disadvantage in the mod gaming market.[85] Early entries on the PlayStation were likewise blocked by Sony of America's then-current blessing policies.[84] The first title in the franchise to be localized was Jack Bros.;[49] the first role-playing game in the franchise to receive an overseas release was the first Persona game. This was done to give Atlus' North American branch a flagship RPG franchise that could compete with the likes of Final Fantasy, Suikoden and Jiff of Fire.[117] According to Okada, the naming of creatures and enemies was adjusted from the master series and original Japanese release of Persona to make information technology more acceptable for an overseas audience.[68] Though it managed to establish the franchise overseas, the localization was a taxing task due to a pocket-size staff and the need to change multiple aspects to arrange a Due north American audience, including removing references to Japanese culture and changing one graphic symbol from Japanese to African-American. This, and other changes were stock-still in the re-release on the PlayStation Portable. The first Persona 2 championship, Innocent Sin, needed to be passed over due to shortage of manpower and the fact that development was focused on the second championship, Eternal Penalisation.[117]

Nocturne was the first release in the Shin Megami Tensei series to exist released overseas.[118] Afterward the release of Nocturne, Atlus' overseas branches decided to add together the Shin Megami Tensei moniker to future releases within the Megami Tensei franchise to assistance market the games. Despite many of the original games not bearing the moniker, it ultimately worked in Atlus' favor as, regardless of title differences, the games chosen for localization were all part of the larger Megami Tensei franchise, and using the core Shin Megami Tensei moniker kept all the titles nether a unmarried banner.[117] [119] Before this decision was fabricated, the serial was given the localized championship Revelations, used for the offset Persona and the starting time Last Bible.[49] [119] Subsequently, changes to titles were fabricated to brand them less unwieldy, such equally with Raidou Kuzunoha vs. the Soulless Regular army. Chosen Raidō Kuzunoha vs. The Super-Powered Army in Japan, the title was altered as it sounded "goofy" in English language.[85] Past the time Strange Journey was in development, the franchise had a stiff presence overseas, so the squad created Strange Journeying with localization in mind: the two aspects actively linked with this were the game's setting in Antarctica as opposed to modernistic-24-hour interval Japan, and the fact that it was not given a numeral.[120] Starting with Shin Megami Tensei 4, the company decided to actively promote the franchise overseas to North America, Europe and mainland Asia.[115] After 2016, due to Atlus USA'south merger with Sega of America, Sega took over Northward American publishing duties, although the Atlus brand remained intact.[121] The overseas utilization of the Shin Megami Tensei moniker was eventually done away with for Persona 4 Arena (2012), a fighting game spin-off from the Persona series. The discarding of the SMT banner eventually extended to Megami Tensei RPG titles first with Persona four Gilded (too 2012), despite the original release's usage of the moniker in its localization.

In full general, Atlus publishes Megami Tensei games in Japan and Northward America, merely as they lack a European co-operative, they publish titles in the region through third-party companies such as Ghostlight and NIS America.[122] [123] [124] Their latest partnership, after their bargain with NIS America ended with the publication of Odin Sphere Leifthrasir, was with European publishing firm Deep Argent to publish multiple titles in the region, including Shin Megami Tensei Iv: Apocalypse and Persona 5.[125] [126] Atlus has occasionally published titles digitally in Europe.[127] [128]

Reception [edit]

Prior to its popularity in the west, the game was a major franchise in Nihon, having sold over four one thousand thousand copies by 2003.[118] Excluding the Persona series, the Megami Tensei series has sold approximately 7.2 million copies by October 2017.[129] By Oct 2018, the Megami Tensei main series has shifted approximately 12.4 meg packaged and digital copies (including DL of complimentary-to-play titles[130]) of games worldwide. In addition, the Persona sub-series has sold 9.3meg copies, bringing full franchise numbers to 21.7million units (including DL of free-to-play titles[130]).[131] Excluding the Persona series, the Megami Tensei series has supplied 17.7 1000000 copies by 2021, which including free-to-play titles.[132]

Japanese website 4Gamer.net referred to the serial equally one of Japan's biggest part-playing franchises.[69] UGO Networks writer K. Thor Jensen cited the first Megami Tensei game as the starting time successful use of cyberpunk aesthetics in video games, maxim that the series' mix of scientific discipline fiction elements and the occult "create a truly unique fictional cyberpunk world".[133] Nintendo Power has noted that Atlus always mixes "familiar gameplay" with surprising settings when creating games for the series, citing Persona, with its "mod-day horror stories" and "teams of Japanese loftier-school kids", as the perfect example. The editor also added that Strange Journey followed a similar system, calling it a "science-fiction makeover" of the serial.[134] In an article almost the interaction of Japanese and Western gaming culture, 1UP.com mentioned the Shin Megami Tensei subseries aslope Nippon Ichi Software'due south Disgaea series. Kurt Kalata wrote: "[They] may not be big sellers, but they've garnered underground success and attracted thousands of obsessed fans."[135] GameSpot writer Andrew Vestal referred to the series as the third biggest RPG series in Nippon afterwards Final Fantasy and Dragon Quest.[136] IGN 's Matt Coleman mentioned Nocturne in the article "A History of Console RPGs", referring to its content every bit "challenging stuff for a genre that used to exist all about princess saving and evil cleansing".[137]

Digital Devil Story: Megami Tensei Ii and Shin Megami Tensei both appeared on Famitsu 's 2006 "Top 100 Favorite Games of All Time" audition poll at No. 58 and No. 59, respectively.[138] RPGFan's "Elevation 20 RPGs of the Past Decade" listing was topped by the ii Digital Devil Saga games, followed by Persona 3 in second identify, while Persona 4 ranked fourth place.[139] Kalata, writing for Gamasutra, referred to Nocturne as one of the 20 essential RPGs for players of the genre.[10] GameTrailers cited the Printing Turn system equally one of the best JRPG battle systems in existence, with particular reference to the version used in Shin Megami Tensei IV.[140]

Aslope its critical acclaim, the series has garnered controversy both in Japan and overseas.[116] [141] Amongst the material cited are its demon negotiation mechanic, depictions of suicide and cannibalism, religious criticism, its employ and mixture of Christian and occult imagery, political references, depictions of homosexuality, and its sometimes-foreign demon designs.[116] [142] Specific examples have been cited by western journalists. The original release of Persona caused business organisation due to the title's religious implications.[27] 1UP.com's 2007 game awards, which ran in the March 2008 issue of Electronic Gaming Monthly, Persona 3 was given the "Virtually controversial game that created no controversy" award: the writers said "Rockstar's Hot Coffee sex scandal and Bully 's male child-on-boy kissing'south got goose egg on this PS2 role-player's suicide-initiated battles or subplot involving student-teacher dating."[143] GamesRadar included the series on its list of "Controversies Waiting to Happen", maxim that the lack of public outcry was due to its niche status when compared to other series with similar content.[142] Writing for 1UP.com in a subsequently article, Kalata traced this utilize of controversial content back to the Digital Devil Story novels, which depicted violence and rape committed by demons, and said that "Such violence is non particularly rare in the land of Japanese animation, simply information technology became fifty-fifty more agonizing in Megami Tensei II.[116]

Notes [edit]

  1. ^ Megami Tensei ( 女神転生 ) is often translated equally "Reincarnation of the Goddess", and unremarkably abbreviated as MegaTen ( メガテン ).

References [edit]

  1. ^ a b "Digital Devil Monogatari: Megami Tensei". RPGamer. Archived from the original on 2015-04-02. Retrieved 2015-05-05 .
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  143. ^ "2007 1UP Network Editors' Choice Awards". Electronic Gaming Monthly. Ziff Davis Media (226): 65. March 2008. ISSN 1058-918X.

External links [edit]

  • Official website (in Japanese)

grangeouldives.blogspot.com

Source: https://en.wikipedia.org/wiki/Megami_Tensei

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