Shin Megami Tensei: Digital Devil Saga 2

Shin Megami Tensei: Digital Devil Saga 2

released on Jan 27, 2005

Shin Megami Tensei: Digital Devil Saga 2

released on Jan 27, 2005

Junkyard, a town of endless rain. With his four companions, Serf, the main character and a member of a tribe called Embryon, sets out for Nirvana, a land that can only be reached by the champions of Junkyard. They devote themselves to fighting against the never-ending resistance mustered by other tribes. In the midst of chaos, a mysterious object, the Pod, suddenly appears. Countless spheres of light are emitted by the Pod and infect Serf and his comrades, awakening their demonic powers. An unimaginable battle unfolds within their faint conscience. They develop a desire to tear the flesh and shatter the bones of their enemies, who have also been transformed. Their instincts tell them to devour every being in their path. Until then, Serf and his comrades only knew of battle, but for the first time, they experience new emotions. At that time, a dark-haired girl, Sera, comes to their rescue. Although she does not know where she came from, she holds a strange power - the power to control the party's demonic transformation. They receive orders from the Church of Karma to head for Nirvana, and they are accompanied by the dark-haired girl. "They who reach Nirvana first shall be recognized as the champions of Junkyard." The struggle intensifies, and they discover that the girl holds a key to the mystery. But, true fear still awaits Serf's party. Including Embryon, the tribe that the main character leads, several groups are at war with each other in order to survive. "Devour" your enemies and absorb their devastating powers and special abilities!


Also in series

Digital Devil Saga: Avatar Tuner - A's Test Server
Digital Devil Saga: Avatar Tuner - A's Test Server
Shin Megami Tensei: Digital Devil Saga
Shin Megami Tensei: Digital Devil Saga

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Genres

RPG


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Reviews View More

Lo mismo que el primero pero elevado a la quinta.

a good sequel with a very beautiful ending, although i like the second half of the game more i still appreciate how rough and difficult the first is compare to dds1, i barely make it out of the yaksa vritra alive after using all of my heal item

(French person here)
(Kinda spoilery, I sort off explain how the game does certains things but not in exact details)

(As I reread this, I noticed that I'm also kinda giving my review for Digital Devil Saga 1 lol...)


I figured I'd write a real review for this game. It was just so amazing as an experience that I don't think it would be earned for me to summarize my impressions to just: "Oh what a great game!"
I desperately need to tell you why and what I loved about this game. I desperately need to tell everyone to play this game. THESE games, to be more precise; I mean, I don't think there's a point in saying this because this is common sense, but do yourself a favor and play Digital Devil Saga 1 before 2. These games are so unique that, to me, they're one of the only video games in the medium to perfectly achieve what it means to be a duology. This is mainly because, in our current era, we keep getting direct sequels based on previously established new games. (Spider-Man PS4, God Of War 2018, BOTW…) which are heavily discussed as to whether they are even worthy of being called sequels, what they have accomplished to earn that title, where they failed, or whatnot. But my question is: have they earned the merit of being qualified as "duology"? Do you think about it? Were sequels about this kind of game really needed? Do they even bring something essential to the first installment, something so crucial that you'd think playing the first "Man, this game was cool, but I feel like something's missing... they should expand in one way or another." I'm not sure if I'm being clear here. Do you get the picture?

Your experience on DDS1 may vary, you will hate it or love it, but it will surely not be complete plot-wise, and to a certain extent, gameplay-wise, because you surely did not sit through a 40-hour game to not figure out why the fuck you were doing all of this right. And vice-versa, you will also not figure out what the fuck's going on in DDS2 if you haven't played DDS1, for literally everything should I say on top of that. I think DDS1 as a standalone game is hugely appreciated for its experimental value, and you have to get used to this game's vibes, whether it be gameplay, soundtrack, graphics, characters, narration, etc. It would be best if you considered all of these parameters to fully enjoy its sequel. These games are complementary to each other.

While it can be said that there is a BOTW without TOTK or a GOW 2018 without GOWR, it is not necessarily true for Digital Devil Saga.
There is no DDS1 without DDS2, and there is no DDS2 without DDS1.

Now, I would like to personally pay tribute to Koike Tamami. Digital Devil Saga isn't very popular when compared to other ATLUS titles, even in Japan, so seeing this name may not ring a bell to you, even for those who have finished DDS2. So, if you're unaware of who Koike Tamami is, she is a Japanese singer known under the alias « As», and she is the one who sang one of the credits songs at the end of DDS2, which is called « Time Capsule». You can find it on YouTube if you're interested. The reason I'm talking about her is that, unfortunately, she died at age 25 on 12/30/2011. The ending of this game contained one of the most beautiful messages I've ever had the chance to witness in my life, and Tamami's magnificent voice significantly reinforced my appreciation for it. I was so upbeat when listening to it that I thought, « Yo, who is singing? I gotta know her name» and I was so devastated when I found out that she died, at such a young age, too… I can't imagine how her family must have felt. It's so unfair… both for her parents and the one she established. She has a son, if I am not mistaken; on her YouTube channel, she posted a song called «Dear My Baby,» which is dedicated to her newborn son.

My point is, that this situation is so unfair, I only hope for Koike Tamami that she achieved her dreams by singing, I hope she had the time of her life by singing Time Capsule. It's so unfair, she could have had an outstanding career, she was very talented. And it's even more unjust that only a small group of people would recognize her talent, because not only DDS isn't famous, but the typical player won't instinctively decide to look up an artist's name behind a song they thoroughly liked. The only trace we have of her work is on YouTube, and with how this website is rotting... I'd say it's not very reassuring to leave it here.

So why? why Atlus must you not only rob people of a life-changing experience but also not acknowledge the work of all the developers, singers, and voice actors? Why are you so bigoted about making Persona 5, 3 times ?? Digital Devil Saga is so unique, everyone who participated in one way or another in the making of this game proved that they did this out of genuine passion. We as a community can't forget all of these brilliant names. And Altus as a company neither. I'm not even asking for a remake, or a remaster, just a port, please. I discovered one of my favorite music bands thanks to Digital Devil Saga 1, Etro Anime. Not sure what happened to them, seems like they retired but they made two astonishing albums, give it a shot. (I'm listening to Spreading Silence as I write this lol.) Let Digital Devil Saga have the recognition it deserves.

So… what do I love about this game? (Great transition……) Everything. I can't really talk about DDS2 without talking about DDS1 firsthand, so let me tell you what I love about DDS1 first: …Everything, too…
No seriously, I love what Atlus did with their JRPGs through the PS2 era, unmatched visuals, and very nostalgic vibes for me. Could you believe me if I told you that DDS1 is one of the best to do it ever when its setting lies in the fact that it is constantly raining? 90% of the zones were bland, grey, and abandoned, but going through them was so fun, each dungeon had its gimmick, and with the masterful composition of Shoji Meguro, you could never feel bored. It can only be thrilling with a narrative that delves into the subject of cannibalism. This game premise is literally « eat or to be eaten » and I think one of the gripes people have with this game, being high encounter rates, is more of a choice to strengthen this feeling. The player is thrown into this dull universe with minimal context as to why they must reach that paradise called « Nirvana ». It is the only objective in the game for the player, and so for other tribes that try to reach this place. It is truly a fight to the death against you and other tribes, as you're all trying to seek salvation, so I think it's only fair for the game to be extraordinarily unfair/frustrating, as it is the only way to survive, (get it? you know, there was no other way to survive, or something like that... whatever.) devour your enemies (still don't get it? smh...) and if you're not prepared to face this truth, then it's game over. This is why the only way to become stronger is to literally eat your prey, discard this element of gameplay, and you'll have trouble trying to progress through the game (unless you're doing a restricted run... if you think about it, that choosing a path of peace if I may call it likewise, and so forth, opting for such procedure, one where you refuse to sink into the meanders of dehumanization and cannibalism, would naturally lead to a more difficult walkthrough... interesting worth analyzing.) That's how I interpret the vision of the gameplay.

I should also talk about QoL's changes compared to Shin Megami Tensei Nocturne because it is also one of Atlus Megaten titles in the PS2 era; First and foremost, having a mini-map. I can guarantee you that having this little thing already confirms me in stating that Digital Devil Saga is one of Atlus' best JRPGs. I don't think I noticed this in my first playthrough, rather when I was aiming at the different endings, but having to constantly look up the map on a game as mazed-shaped as Shin Megami Tensei Nocturne, can sure get grueling. I welcome this change with open arms.
The mantra system is also wonderfully well-designed and even better on DDS2. It allows you to utterly grasp your character's growth and your party, even if you can't properly allocate their statistics. The system is often compared to Final Fantasy X's Grid system, (as Digital Devil Saga was massively compared to FFX) and still, fail to esteem this system's idiosyncrasy because as I settled on the plat of this game I noticed that the characters had nothing for themselves. All of their attributes effortlessly get outed the moment you start doing stupid damage, get the celestial weapons, and progress on the grid. The piercing proprieties of Auron's sword/Kimahri's lance, Rikku's ability to steal, Yuna's white magic, Lulu's Black Magic, Wakka's accuracy... all these traits get repudiated in post-game. What's the point of crafting a system that will only last in the main campaign, in a JRPG moreover? Digital Devil Saga nailed that aspect, it gives you rightful freedom as to how to build your characters in the long run, it borrows aspects of FFX grid's system and improves it, but also of the anteriorly established system in SMT Nocturne. We're no longer limited to just one fixed build now, if you want to consider a physical build, then so be it, same for magical, buff-oriented, or status effects. The main difference with SMT Nocturne is that you're not penalized for picking one playstyle in the beginning. You can always switch in the middle and more importantly, you possess any skills at any time you want. I think Digital Devil Saga is indeed the perfect compromise for casual players who wish to dive into the Shin Megami Tensei series, as it borrows aspects of one the best growth systems, and combat systems, with the flawless Press Turn system, the best to do it. It feels like the epitome of the battle system with those enhanced animations.

The game's technique is still relevant, and anyone who would call it outdated is just saying this in bad faith. Of course the game will somehow look bland compared to the tropical/colorful setting of FFX, but at least Digital Devil Saga makes far better use of its world. DDS has ACTUAL dungeons you know. (I'm not a FFX hater I swear, it's one of my favorites FF actually) You will find Kazuma Kaneko's best character design in those games imo. I don't care how much of a game can be visually stunning, it doesn't matter until it makes good use of its exploration/traversal system. I'm in the middle of a Final Fantasy XIII playthrough right now, and while it is surely one of the most visually striking Final Fantasy, but it falls short when it comes to exploiting its scenery.

The score: Shoji Meguro's magnum opus. No notes. Hideout Of The Chickens = goated as a first dungeon track, Muladhara = a certified hood classic, and Urban Area is my favorite of the duology. So nostalgic, so melancholic, if you played DDS2 you should how powerful this track can be. The fact that a single track can have so many layers of emotional feeling depending on where you are in the game just proves how Meguro was cooking that shit raw.

And as for the story... it's peak fiction. kino. absolute cinema.

I'm telling you right now; don't expect something crazy in DDS1, while there is a common thread, I don't think you can draw something tangible with the little context they give you. This is why I said that generally, Digital Devil Saga can't stand on its own. You will surely get attached to the characters, as they get through all sorts of trials, and for the immaculate performance of voice actors, but the development comes later. (I'd argue Argilla is really great in both DDS 1/2) Digital Devil Saga is more of an experiment game (lol...) for the player to see if they can engage with the universe, characters, gameplay, and scrumbles of the storyline. If you pass the vibe check, you can go straight to Digital Devil Saga 2. Where basically everything is improved. (not that it was bad in DDS1, don't get me wrong) The lingering mystery introduced in DDS1 finally gets somewhere, better party inclusion in the gameplay loop, sick dungeons (the final one will exceed all your expectations, so be prepared), character development that will finally pay off with some very emotional moments through a much more advanced technique when it comes to cutscenes, you can trust me with that, because Ichiro Itano who would work on Asura's Wrath, the kino scenery game, worked on Digital Devil Saga 2 as and a much more complex story that goes straight to the point, the only thing you'll need is the knowledge you acquired through DDS1, no DLCs, no cross-media, no mobile game, no nothing, a sequel that goes straight to the point. The story is more open and permissive than DDS1 as it delves into all kinds of subjects: Hinduism, Buddhism, religion, science, environment... all of these are so skillfully discussed within the story, you can only bow before such mastery. Like, there technically is a Law/Chaos bit in this game, you'll see what they'll do with it and you'll come out in awe. The final message in this game had me on the verge of tears, it was so beautiful.
There is much MUCH more to say to it, as I'm not a scholar when it comes to theology/religion, and I'm trying to stay as vague as possible for those reading so you can experience the story with an open mind. This game will forever rent free in my head.

Thank you to everyone who worked on that game, thank you if you have read this, Digital Devil Saga is one the best to do it. Hoping we'll get a remaster someday.

[FOR THOSE THAT WANT MY OPINION ON DDS1 - SEE DDS1 PAGE]

So, after slogging my carcass against DDS1's narrative folly for 50+ hours, I had low hopes going into DDS2. So how did she fare? It's... complicated, and I guess I should frontload this by saying that, unfortunately, I think of the DDS duology as a failed experiment for that reason.

To focus on what has been improved:

GAMEPLAY:
I noticed immediately how the Mantra system got re-balanced, with essential skills like Mind Charge becoming noticeably cheaper (not to mention sellable Plants meaning that the system would have worked even with DDS1's economy) - but also how the hexagon-based system means that you're no longer bottlenecked into one build / end up with as many excess skills you don't need (you can get Bufula without needing to go through Mabufu/Ice Boost, for example, which is a nice QoL nod, same going to how inactive party members still gain Mantra without unlocking the respective passive).

Unfortunately it leaves the system feeling rather directionless, and despite those aforementioned efforts to allow the player to cut down on inventory clutter - there were a fair few times where I'd have to change directions on the Mantra grid to actually get the skills I wanted for a (at the time, anyway...) reasonable price. It's hard to explain, but for those who have played this game, you probably get what I mean.

I should add that because of the way Seraph works (having the highest unlocks and stats of Serph and Sera combined, encouraging the player to diversify both their kits), a valiant attempt was made to appeal to 'lets view end-game spoilers and the Final Boss out of context' junkies like myself. But in that same vain, I think there were some rather fundamental misteps, such as (when Serph takes a long sabbatical around 30% of the way into the story (more on that later)), your underleveled party members... don't actually struggle that much against mobs they have no business surviving? Oh, and Heat inherits Roland's moveset despite being unrelated characters (didn't he use Chi Blast against us during the first EGG visit? Couldn't we have had that unlocked for us at least, and save us 5-6 hours of grinding him Power Charge?)

As for the dungeon design, it's... sort of better? I had a lot better luck with the encounter rate this time around (until the Sun, anyway... I had Estoma spray taped down the entire time and I still got hassled), and the actual dungeon designs have either some semi-neat ideas (the EGG re-visit comes to mind for some reason), or don't over-extend in the same way DDS1's decided to. Although it's done in such a way that I can't really tell if the dungeon design is so infinitely better it's worthy of this praise... or if I'm developing Stockholm Syndrome.

Karma rings and the 7/8ths+ Solar Noise 'Berserk mode' are aspects of DDS2 that I feel as though could have been in DDS1, but they're here now, and they do what they say on the tin. Bit of a 'bare minimum' inclusion, I know, but eh.

STORY:
"Delicious, finally, some actual fucking substance for once" I thought initially, as Roland decided to give us a lore dump that wasn't just obscurantist platitudes. Alas... 'initially' is the key word here.

Let's start with the character writing, and while I think a lot of the cast aren't done as dirty as DDS1, there's still a bunch of problems. Argilla, for example, isn't nearly as belligerent here as she was in DDS1, but the writers have replaced that behaviour with... absolutely nothing (keep that thought in the back of your minds, 'kay? Bitchin'). Meanwhile, Heat's rivalry with Serph, for as much as 'stuff' was actually done with him (including 'recalling' a previous timeline where Serph was actually your garden-variety brand of 'I'm a Atheist Scientist playing god'), the one thing I find distracting is how little transition is given between Heat coming off the fight with Jenna Angel, and a tenuous alliance with her and Margot Cuvier in regards to the affairs of Sera (even as Jenna has Madame shot around the same point Serph leaves the party for the first time). Speaking of Jenna - she gets decidedly little beyond deciding to double-cross both the Karma Society and the party. But suddenly (and as a corollary to all of the above) when everyone becomes Solar Data in order to save the world, tensions between Jenna and Margot Cuvier are just sort of... forgotten about, even though Jenna had Madame... oh, I dunno FUCKING SHOT IN THE BACK?!

Gale and Cielo, despite having a miniature Bert and Ernie routine, also serve as a microcosm of this narrative direction. Gale is also stretched in two different directions between his own 'previous life' with Jenna, and finding Lupa's son (the latter of which is closed prematurely after the Kumbhanda minigame (which as an aside, that minigame is hilarious)), and what do we get out of Gale and Jenna stabbing each other? Absolutely goddamn nothing my friend! Cielo's arc is cut off just as prematurely, after slagging off what Robin & Zephyr fans will call 'James of Team Rocket' that there's more to life than an obsession with strength.

Now, you might recall me saying I'd remind you of a similar narrative mistake when bringing up Argilla - and this applies to basically every character. In other words: the whole 'everyone dies but is actually alive as Solar Data in order to save the world' thing in the endgame. I get that a lot of this is the game using Hinduism as a frame of reference (a lot of SMT games seem friendly with Hindu lore, and... no, I'm not judging), and while the game does do it's best to cushion the blow after Brahman's defeat - I can't help but feel as though this is another instance of the game sacrificing narrative consistency for the sake of a nod to 'symbolism'. I even dedicated a page-long anecdote to my issues with 'symbolic references' in my hence-scrapped Xenosaga retrospective (Tl;dr if I had a quid for every pseudo-intellectual who decided to jack themselves off to Carl Jung in place of an actual narrative explanation because "ThAt's wHaT THe gaMEs aRe BasED oFF oF", I'd make Elon Musk bankrupt) - and it's an issue in the case of DDS2 because the whole 'they're dead but also not at the same time' trope and similar like it is something you have to handle with extreme care. Sure, we get Seraph and Ardha's designs out of the deal, but what is that supposed to mean when, in your attempts to curry favour with your cultural Indian cousin down the way from Japan, you've landed yourself with another instance of 'the power of friendship'? I'm not accusing this of cultural appropriation or anything (I'm too red-pilled to make that accusation...), but (at the risk of sounding like I'm talking in circles) it is distracting, and the narrative stakes take a hit as a result.

MUSIC & GRAPHICS:
Divine Identity and the standard Battle Theme are just as much the bangers I expected. Not much to say here, either. Oh, and a bunch of the clipping issues in cutscenes are gone (or at least lesser, although I did notice with the first 'Team Rocket' cutscene, Jessie was inexplicably glitching in and out of the Matrix as she went to run). Not to mention UI touch-ups and the like.

Algo que eu não mencionei no meu comentário sobre DDS1 é o trabalho de Ichirō Itano nas cutscenes dessa duologia, esses jogos não é só o melhor roteiro de Megaten que eu já experienciei até então, como também tem as cenas mais bem dirigidas. A narrativa do antecessor já era o suficiente pra me puxar pra sequência, e ela completa com maestria esta obra tão abundante de significados e nuances.

Ainda mantenho algumas críticas, mas o jogo objetivamente melhora de maneira inteligente as mecânicas, e todas as novas adições não fazem ele ser tão simples quanto DDS1. Estranhamente a decepção são as dungeons, totalmente desinteressantes comparadas ao primeiro jogo, sinceramente, a única parte marcante foi a perseguição com o Kumbhanda. O tempo de desenvolvimento desta sequência foi muito curto, me pergunto se eles rusharam o level design.

E não ter nenhum Field Hunt na última dungeon é pra esfolar meu cuzinho, pqp.

Underrated. Excellent soundtrack. Probably my fav entry in the SMT series amongst what I've played. Would love to see a modern remake that combines both DDS 1 & 2.