SMT: Devil Summoner Review - The Next Level

Game Profile

System:
PlayStation 2
Release date:
October 10, 2006
Publisher:
Atlus USA
Developer:
Atlus USA
Players:
1
Genre:
Action
ESRB:
M

SMT: Devil Summoner

Exorcises a few demons, but haunted by miserly producers.

Review by Travis Fahs (Email)
November 11th 2006

The Megami Tensei series is the most prolific RPG series in Japan with sequels, spin-offs, and remakes across almost every major platform since the series debuted in 1987. Atlus has a fine line to walk: They want to get as many games in their flagship series to market as possible, but they also need to remember that it was Megami Tensei's originality that made it a hit to begin with. Shin Megami Tensei: Devil Summoner (no relation to the Saturn game by the same name, beyond the SMT license) is yet another splinter in this fractured series, and, as per formula, mixes some fresh new ideas with some stodgy old conventions to create a game I want to love, but simply can't.

The SMT series spans many times and settings, at turns indulging in medieval swords and sorcery (Last Bible) or visiting a dystopian future where man has moved underground (Digital Devil Saga), but mostly staying close to the present day. This latest story takes an interesting departure. Set in the early 1930s, it portrays a newly Westernized Japan still in transition. You assume the role of Raidou Kuzunoha, a private detective who specializes in cases of a supernatural nature.


Kazuma Kaneko's distinctive character designs are as pallid and vaguely creepy as ever, and the story is a refreshing break from the rag-tag band of orphans out to collect the eight whatsits. But by the standards of the series, Devil Summoner is no exception.

A sharp visual style and some provocative subject matter and imagery have long been the calling cards of Atlus' RPGs, and this is certainly no exception. Kazuma Kaneko's distinctive character designs are as pallid and vaguely creepy as ever, and the story is a refreshing break from the rag-tag band of orphans out to collect the eight whatsits. But by the standards of the series, Devil Summoner is no exception. The story is interesting, but probably not as chilling or original as many games in the series. It is, at least, refreshing to see a 1930s private detective story that doesn't feel the need to weigh itself down with hack film noir clichés.

The weak link in nearly every MegaTen game I've played has been the battle system, so it's really encouraging to see the series finally make a major departure here. Instead of the usual plodding, shallow, turn-based garbage, Atlus has employed a system reminiscent of Star Ocean, with real-time action-based fighting coupled with menu commands for using items or ordering about your partner. While it's not as polished as tri-Ace's efforts, it's a step in the right direction, and the battles are brisk and enjoyable.

While many might liken it to Pokemon, capturing beasts and making allies of them has always been a part of the SMT series. Capture is easy here. There are no contracts to negotiate. Just find an enemy's weakness, and then tap the circle button furiously. Raidou has no human party to aid him. He has only one demon in battle at a time to aid him (though he can have six with him in his party). Having a balanced party with different strengths becomes a key to success, and the devil summoning integrates well with the combat.

1 2 > last ›

displaying x-y of z total