Digital Devil Story: Megami Tensei II

Digital Devil Story: Megami Tensei II

released on Apr 06, 1990
by Atlus

,

Namco

Digital Devil Story: Megami Tensei II

released on Apr 06, 1990
by Atlus

,

Namco

Digital Devil Story: Megami Tensei II is the sequel to Digital Devil Story: Megami Tensei. It was published by Namco in 1990 for the Family Computer and is the second video game in the Megami Tensei series. This is the first game in the series to not be based on the original novels by Aya Nishitani, but it retains much of the gameplay aspects of its predecessor. The music in the game is enhanced by an eight-channel Namco 163 WSG sound chip on the cartridge.


Also in series

Giten Megami Tensei: Tokyo Mokushiroku
Giten Megami Tensei: Tokyo Mokushiroku
Megami Tensei II
Digital Devil Story: Megami Tensei
Digital Devil Story: Megami Tensei
Digital Devil Story: Megami Tensei
Digital Devil Story: Megami Tensei
Digital Devil Story: Megami Tensei
Digital Devil Story: Megami Tensei

Released on

Genres

RPG


More Info on IGDB


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65

Big improvement over the original game. Demon fusion and storyline are fun to go through, but things fall off during the second half when you start to realize the bosses are easy as long as you use stat spells and the need to experiment with the demon fusion system starts to become rare.

As I continue my journey across a variety of RPG's to try and see how they evolve over time, one of the more interesting cases of that has to be the Megami Tensei series. Everybody's like Persona 5 this, Persona 5 that, what about the 60 other games in this franchise? Persona 5 by itself intimidates me, because it looks like a product of 30 years worth of refined mechanics stacked on top of each other. So I thought, wouldn't it be cool to start with a simpler game in the series? See where it all began, and what sorts of things they'll improve on per each entry... and well, what could be simpler than an NES RPG?

Then you realize, there might be a reason why there's a whole lot of people who can't get into this franchise. In particular for those like me who like to do these things chronologically, figuring out a good starting point is its own puzzle. Just about everyone seems to not recommend the first game. But some say that you could start with this one. Ha ha. Some would tell you "don't play the NES ones, play the SNES remakes", but then others would say "No, those ones are still pretty bad. Also, NES games are better aesthetically." Alright, maybe I can start with the SMT SNES games instead? Reading opinions, it's a cacophany of voices, half of which say they're a fantastic starting point, and the other half say they're bloody annoying to play, even among MegaTen fans. If... is, well, Iffy... and not even the first Persona is seen in much of a positive light.

It took until Persona 2, that the consensus started to skeeve more towards a favorable reception. It took until 1999. 12 years after the first Megami Tensei game back in 1987, one finally released that people could agree on being good. And one could say that's not even a MegaTen, so if you only counted the mainline stuff, it took until Nocturne, 16 years after the first MegaTen for there to be one that the majority could recommend to a newcomer. What the fuck went on with this franchise?

But perhaps the better question is, is it worth stomaching 12 to 16 years of divisive entries just to get to the ones that received an overall warmer reception? Perhaps it's too early for me to answer such a loaded question, but I can tell you sure as shit, you don't start here. This should've been obvious. You don't go into an NES RPG and expect to have a nice comprehensive time, these types of games don't give a fuck.

The first problem comes down to the scarcity of information, on this game especially. Every YouTube guide appears to focus on the SNES remake, with only obscure livestreams of the original, most of which appear to have not beaten the game. Items and spells have no descriptions, though there is a wiki page that can help you out on this. Only catch is, not all the names here are the same as the ones used in the fan translation, so you're gonna have to compare the prices, or which gender can equip it, or if you're lucky, a name that sounds somewhat close to what you have, in order to estimate what the hell did you even get or if it's useful. GameFaqs contains one (1) singular lonely guide, which only really gives you the brush strokes on how to progress the story. While I appreciated it for the help it did give, it can only help you so much during the mazes and enemy encounters. If you're really starving for help though, there is a site with maps in it, but it requires translating it from japanese. For some reason, my browser's translation function did not work with this site at first, so I spent most of the game not being able to utilize it.

This does mean that I had to do some insane outside-the-box solutions in order to figure out how to progress. For example, where the hell is the boss of this dungeon? Well, let's look up the name of the area that this dungeon is in on the wiki, and then look over the list of enemies that's in this area. Each enemy has a listed floor that they appear on, and... ah-ha, says here, the boss is on the second floor! And that's gonna be my only clue. It's like I'm doing detective work, piecing together random shit from a wiki not even to figure out a solution, but just to narrow down the list of possible places to find progress.

The other problem comes down to NES difficulty. Of course, your enjoyment varies on what type of RPG guy are you. I'm the guy that has only just started really getting into the genre as of a year and a half ago. This should make it abundantly clear that I am simply not ready for this sort of RPG, but hey, maybe you like to get your shit kicked in? If so, Megami Tensei II's crushing difficulty will be just for you, but it is too demoralizing for me to put up with for the exhausting 30 to 50 hours that it demands out of you.

Moreso than Dragon Quest 2, this may be one of, if not THE hardest NES RPG that I've played. Save states and RNG manipulation only just barely got me across each dungeon I faced, with there being far too many instances where without these features, I would immediately die, or lose a valuable party member that without, It'd pretty much just be a slow ticking clock to the rest of my party members dying right after. It honestly seems like you're meant to run away from half the game's enemy encounters, but that's only if you get the lucky dice roll to do so, otherwise, you're halfway there to being screwed. I cannot wrap my head around how are you normally supposed to beat this.

The thing is, I really wish I could understand. Even when I kept persuading myself to stop playing, the atmospheric visuals & incredible soundtrack (especially for NES standards, this shit rocks) made me give this game 5 more chances. I tried every strategy I could think of, thought a refreshed mind would allow me to finally figure out the "trick" to being good at this game, and yet only felt stupider for each time it resulted in my death.

I think I fooled myself into thinking that by continuing to progress through the game, I'll be rewarded with more music and more story, when really, that's not the main point. The story may be interesting, but there's little of it. The music is incredible, but you'll be hearing it loop until it loses all luster, and you'll grow numb to it. Ultimately, you'll realize that you can't be here for just those two things, and next up, you'll have to ask yourself if you can enjoy playing a brutal and obtuse dungeon crawler with a 80's design mentality.

Because contrary to what my mind wanted to believe, you can't play this like a Final Fantasy, or a Dragon Quest. You may not even be able to force yourself into liking it. This is a MegaTen game that's so early, and so specific in its design, with so little left in approachability, that you will only like this if your mind was already engineered to do so from hour one. If it's hour two and you're hating yourself, be better than me with my many hours of suffering, and just try one of the later games. Sure, apparently they're pretty hard too, but at least they should be able to provide you with better tools to understand how to play them, right? I still have hope that I can "get" this franchise. It just can't happen by playing a game this old.

Update: Remember when I said I gave this game five chances? Well, now it's six. There's something genuinely wrong with me. But, I guess even through all the torment this game is giving me, I'm seeing something that makes me keep coming back...? Anyway, if I do manage to finish this game, I'll be updating this with thoughts about that. For now though, I'll just say that if you're like me, you should seriously consider if it's better to play the series chronologically and struggle, or play them out of order and have a better time for it.

Update 2: I did it. I stand here, on top of the mountainhill, with hundreds of save states, thousands of rewinds, and heavy cross-referencings of guides and wikis, and yet somehow I still have the gall to be proud of beating this monstrosity of a game. I fucking did it, oh my god.

In the end, I think I took something home from this, just by the sheer virtue of this being the first real dungeon crawler I've seen the beginning, middle, and end of. I took a good soundtrack out of it, I took some cool looking monster designs, and I actually started to have more and more moments by the end where I was winning more frequently than I was losing. New recruits, excellent grinding spots, and equipment started progressively tipping the scale in my favor, and all it took was about 20 hours of pain and suffering to something resembling a fun sense of power progression.

Ultimately, most of this game will forever stick out as being a spiteful ball of hatred that wanted to see me lost, fucked over, and dead at its every turn. Thus, spreading its virus and converting me into a spiteful ball of hatred that wants to see this game get destroyed like one of those old AVGN skits. This was not a good game. It was not fun, and I cursed it out too many times. And yet, it at least won in one aspect. It gave me an experience I'll never forget. So nice job, you absolute spawn of hell. Enjoy your permanent residence in my brain, your room is 409 at the very far end of the hallway, that way you're as far away from me as possible.

V impressive with lots of ambition, a delight

The most ambitious NES game ever made

This review contains spoilers

This game gripped and impressed me in ways few can. While Megami Tensei 1 was a unique and fun twist on the dungeon crawler it's this game which truly breaks the mold. Those familiar with the Shin Megami Tensei games will find that so much of what came to be synonymous with and beloved got its start here. Take out your pencils and graph paper cause this adventure is gonna be a long one.

MT2's visuals are unbelievably striking, the dungeon walls lined with heavily saturated colors that are unique to many maps. Even now, months after I've finished playing the game, the steely green passages of the starting bunker and blood red halls of the Ikebukuro building are burned into my memory. The spritework for enemies and NPCs is no less impressive with large, detailed portraits of various characters to speak with in bars and shops and suitably gruesome and intimidating looking demons to battle and negotiate with. Everything about the designs and art is colorful, bold and eye-catching and playing the game is like seeing the pages of a full-color comic book come to life. The thick black outlines used for characters really accentuate this feeling which follows all the way down to little details like the hilarious "OUCH" graphic that appears when your character bumps into a wall. In addition to this the game has a beautiful manual full of colored illustrations that show off every single monster in the game, plus it has some really good gameplay tips too. It's been faithfully translated by some very dedicated fans too so be sure to check it out if you play!

The music is arguably even more impressive, as the game's cart uses a special sound chip which allows it to produce tracks that are scarcely like anything I've heard on the NES or Famicom before. The music is so catchy and sounds so rich; I still find myself thinking about and humming the dungeon exploration track on a regular basis during my day-to-day walks.

Jumping from visuals into how the game plays I want to talk about an aspect of rpgs that I think is downplayed far too much and that's how good a game feels to control. Often it seems like if a game is turn based any amount of sluggishness and unresponsiveness will be excused on the grounds that it won't effect your success. I think games like Megami Tensei 2 go a long way to show just how much responsive controls can really benefit an rpg. Moving your character across the map and turning them is a nearly instant process, letting you switch directions in a flash. Later titles in the same series would add additional frames of animation for turning around which, while nice to look at, slowed down the action and made the whole process of moving around more tedious. On top of this the game's menus are just as responsive and battles play out in lightning-quick fashion. Once you've queued up your attacks it'll only take a few seconds for a round of combat to play out and if you use the game's auto-battle feature (which you should be, albeit strategically) then battles fly by lighting quick. It's a hell of a thrill to tear right through a weak encounter in a flash or be on the edge of your seat during a tough battle as you and a boss trade hits and spells back and forth in rapid succession.

Though still a dungeon crawler at heart like its predecessor the addition of an overworld adds a real feeling of grand adventure to the gameplay here. If Megami Tensei 1 was a custom dungeon module in a tabletop rpg, then Megami Tensei 2 is the core rulebook with all sorts of cool as hell worldbuilding details and intrigue, plus a giant sandbox campaign to run. A lot of elements of the game really do make it feel like a world the developers wanted the player to be able to get lost in as much as a challenge to be defeated. The nuked-out Tokyo setting here is well-realized and the vivid palette and equally colorful NPCs make it feel more like a post-apocalyptic wild west rather than the typical drab, crumbling dystopia you tend to get in this genre.

Though the game does have its share of progression requirements there are also many occasions where you'll have a fair degree of freedom in what goal or direction you want to tackle next. There was even an entire optional city and questline that I somehow managed to miss in my playthrough! Despite this freedom I felt the game did a great job of guiding my hand and giving hints as to where I needed to be and what I had to do. There was only a single time in the entire game where I felt lost and didn't know how to advance, and in that instance I'd easily argue that it was as much my own mistake as it was the game's lack of direction.

I've neglected talking about the actual dungeons here long enough, but they didn't disappoint at all. While things start out simple with basic corridors and just a couple floors and rooms per dungeon the game escalates more and more until the end. Pitfalls, turnstiles, dark rooms, warp rooms, dungeons full of damage tiles, and just about everything else you'd expect from a game of this kind is here in some way or another and often multiple at once. Exploring dungeons, finding treasure and just barely managing to escape and haul your half-dead team back to a town to heal up is a thrill. All this said there are a few places in the game that can be a tremendous pain if you don't go in already prepared to deal with what they dish out. (A word of advice, make sure to get a Core Shield or two from Rag's Shop when you have the chance, don't make my mistake and ignore them).

On top of this there are some big difficulty spikes, but I never found these to be unmanageable and in fact I would describe them as a feature more than an issue. These were fun to deal with since I typically got hit with a jump in challenge right when me and my current party were getting a little too cocky and the road too easygoing. There was just one occasion where I did feel like the game went a little too far in terms of the increase in challenge from previous content to what I suddenly found myself dealing with. There's no automap in-game which meant I mapped all of the dungeons by hand and had a blast doing so, but this may be a dealbreaker for some (to those I would recommend the SNES remake which does have such a feature).

Speaking of my party, the series' famous demon negotiation is back in this entry, a system in which the majority of your party is composed of enemies that you've successfully bribed and convinced to join your side. From there you can use them to fill out your roster and tackle dungeons with you, but like the hired guns they are, they continually cost resources to keep around and the tougher they are the higher the price. This leads to a fun system of judging just how much you need them around all the time, and which of your teammates you should save for the big boss fights at the end, or to make sure you can make the trip back. Since demons have all sorts of abilities, some of which the two player characters won't get until very late in the game, it's a ton of fun organizing your team to tackle the various challenges the game throws at you. And when your demons are starting to look a little weak you can fuse them together to make new ones. Overall these guys add brilliantly to the game's resource management and are just fun to use!

The actual combat here is swift and deadly. Knowing what sorts of attacks your enemies are weak to, from swords to guns to various brands of sorcery, is paramount here. Hitting even a much more powerful enemy with the right spell can bring them down in an instant. Even status spells can be surprisingly useful when used against the right enemy, and in typical fashion for the series buffs and debuffs are invaluable. But realistically the combat here isn't too complex, but that's fine as the game is more about the resource management aspect than about individual encounters. You might be able to beat the boss of a given dungeon without much trouble with your full team of bruisers, but can you navigate the whole dungeon, get to the end, beat them, and then get back out with your team intact? You'll find yourself rationing spells, items, and picking carefully who to summon and whose hp and mp you need to save as you delve into dungeons.

Since I've mentioned the SNES remake (Kyuuyaku Megami Tensei) a few times in this review I figure it might be worth talking about some differences between the two versions and why I think it's worth considering this older, original release over the newer version. The visuals were completely redone in the remake and while they look good I do think they give the game a very different feeling. In general the color palette used in Kyuuyaku is a whole lot darker and more muted than MT2, which makes the game feel just a bit more drab and run down. Characters lack the thick, defining black outlines they had in the NES version, going for a more natural but less stylish appearance and the detailed character portraits are gone entirely! It's not bad but absolutely lends a very different atmosphere to the journey and I found the original to be more impressive. In addition the music in Kyuuyaku sounds muffled and just can't match the custom chip used in the original game. The last major change that leaves me preferring the original is that, like I alluded to earlier, the later games in the series are a whole lot more sluggish and Kyuuyaku inherits that trait. Turning and moving in dungeons, attacking, and really everything is just a bit slower and less responsive. For a game you're going to probably be playing for many hours I think simply feeling better at a base level is a huge reason you might want to stick to one version over another.

That said the SNES version does have its advantages. Some players will likely prefer the visuals in that version and while the sound is better in the older version there's at least one excellent new music track (and probably more I don't know of off the top of my head) that has no equivalent in the NES game. There's also the big quality of life change that is the inclusion of an automap. For players that simply don't enjoy mapping out dungeons themselves this is going to be a huge one and I think is pretty much the primary reason to play Kyuuyaku over the original if you do. And despite everything I have said here I do not think the remake is a bad game by any means. If it's the only way you can experience this game then you should play it without hesitation. I only hope that some of you that are on the fence or unsure will consider the original game and not simply write it off as the inferior version due to its age.

Beyond this point I'll be getting into more direct spoilers. While I'm not going to give a plot rundown it's impossible to talk about the game completely without at least going into some big, lategame reveals. So if you want to experience the game for yourself I recommend stopping here. Even without reading further I think it should be evident by this point I highly recommend playing this game to anyone checking out this review.

I was really blown away by the ambition and scope of this game overall. The plot itself is told in simple fashion, through a limited amount of dialogue and interactions, yet it does so much with what it has and with the benefit of not getting in the way of the play experience in doing so. In Megami Tensei 1 the mythological aspects of the series were basically window dressing, but MT2 is much more mindful as to the 'source material' from which so many of its creatures originate. It's more clever in its use of Canaanite mythology and how that transitioned into the modern, Abrahamic faith than many of its successors. On top of this the Abyss as it exists in this game is vastly more fleshed out than in any entry in the series, with a massive portion of the game taking place therein. The demonic culture therein was a real blast to experience and it's simply unbelievable cool to suddenly be thrust into a whole new overworld after exploring the previous one.

My impressions have been glowing and I think it's hard to state just how much I really enjoyed this game from beginning to end. While I ran into some tough challenges along the way it was nothing that didn't make me eager to persevere and surmount it. I've frequently found myself drawn back to the game to play for a few hours just to enjoy spending some more time in its world, which I think is one of the marks of an amazing game and something that has been harder and harder for me to find as the years go on. It's become one of my favorite games in this entire series that is rapidly approaching four decades since its first release and is full of stellar titles. However you choose to play it I hope those with even the slightest interest in this sort of game don't miss out on it.

Başlangıçta ilk oyuna göre epey geliştirmişler gibi geliyor ancak oynadıkça bu yeniliklerin iyi uygulanmadığını fark ediyorsun. Yeni fusion sistemi oyunun akışını bozuyor. Elimdeki fusion seçeneklerine bakayım, beğendiklerimi seçip daha güçlü bir partiyle yoluma devam edeyim döngüsü yerine yeni demon daha güçlü olsun istiyorsan şu arcanayı şu elementalle fuse etmelisin sistemi var. Resource management dengesi ilkinden daha kötü. Açık dünya da beni sarmadı.

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