「イザナミの優しい瞳に暖かみさが次第に戻って行く。」

By 1987, the Japanese RPG had several sub-categories, each represented by iconic titles: Dragon Quest (1986) and Final Fantasy (1987) were establishing a new standard for the genre, while Ys I: Ancient Ys Vanished (1986) followed the formula of Hydlide (1984), with its action-RPG overtones. Alongside these new game design explorations, a series inspired by the novels of Aya Nishitani was born. ATLUS's Digital Devil Monogatari: Megami Tensei is not, unlike Telenet's eponymous computer game, an adaptation of the light novels, but their sequel. Similarly, the gameplay between the two games is quite different, as the Telenet title opts for a hack-n-slash concept similar to Gauntlet (1985), while the Famicom version is in the pure Wizardry tradition. In this seminal opus, the player takes on the role of Akemi Nakajima and Yumiko Shirasagi, two high school students who team up to eliminate the demons that have invaded the Earth, after Akemi had summoned them with the help of an elaborate computer program. In the novels, the two heroes had already triumphed over Loki and Seth, but they have been resurrected by Lucifer, the game's main antagonist. The quest begins in a large pyramidal building, apparently a kind of kofun for the Shirasagi family. Underneath this structure, a labyrinthine network of catacombs, brimming with demons, unfolds. Nakajima and Shirasagi's mission is to free the goddess Izanami, a captive of Lucifer, and to put an end to the evil yoke.

At first glance, the title plays like a Wizardry game. The player must explore the catacombs further and further, acquiring equipment and experience along the way. But Megami Tensei quickly stands out because of the specificity of its characters. While Yumiko is the only one who can use magic – and therefore heal outside of combat – Nakajima has the COMP action, which allows him to recruit and then summon demons to facilitate the progression. A novelty for the time, this mechanic forces the player to find a new balance in their exploration, as they will necessarily have to visit certain places to find specific demons: to acquire the most powerful creatures, demons must be merged, a task that can prove difficult without a guide. While this mechanic provides significant flexibility in dungeon exploration, it comes with its own constraints. Merging demons only works if Nakajima's level is high enough, thus making the exploration of certain areas strictly dependent on an experience grind, as demons are an essential part of the team's firepower. Furthermore, when demons are summoned into the team, they consume a certain amount of Magnetite for each step. To keep this resource afloat, it is essential to fight regularly, at the risk of seeing the demons lose their HP little by little, if the reserve is empty. These features make Megami Tensei a title that, even more than other entries of this era, makes grinding a central component of its gameplay loop.

As in Wizardry, exploration is divided into several phases. In the first one, the player will map their environment – this is highly recommended, as the title has no automatic mapping –, in the second one, they have to accumulate enough experience to go through the corridors smoothly, and in the last one, they need to reach the dungeon boss and kill them. In the case of Megami Tensei, most of the time will be spent in this second part and it can become very lengthy. Farming sequences have to be interspersed with regular breaks to Micon or Bien, disrupting the progression pace. It is perhaps during the Rotten Sea of Flames segment that the frustration builds up most dramatically, as the return trips tend to be quite protracted. Also, in contrast to Dragon Quest, farming is not such an automatic activity, as some enemies may prove too powerful for the group, due to some of their attacks. Early on in the game, the player learns to avoid as much as possible the demons that can paralyse or turn team members into stone, as this means a mandatory retreat to a town. In the second half of the game, enemies that can permanently remove levels pose the greatest hazard to the group and there is little choice but to flee. It should also be noted that misallocation of attributes during the level-ups can cause some temporary difficulties. Not investing enough in vitality comes at an immediate cost and underestimating Yumiko's Attack or Nakajima's Wisdom proves to be a mistake towards the end of the game.

This cruelly tedious nature is nevertheless compensated for by a unique atmosphere for a console RPG of that era. Admittedly, for obvious reasons, the demons are often rather underwhelming colour swaps and they don't yet reach the eerie esoterism of later installments: but the title manages to have some surprising moments. During the first excursion into Mazurka, the music becomes more ponderous and accompanies the much higher difficulty. This tension culminates in the exploration of the Rotten Sea of Flames, where the walls have an unintentionally very organic texture. The fire damage taken with each step accentuates the viciousness of this place and reinforces the urgency to save Izanami. The final dungeon, meanwhile, has an arcane quality to it, with an all-blue palette that gives way to a dirty red in the final stretch. The various demons and NPCs complement this ambience: the different shops run by humans always impress with their pixel art, which thematically enforces a mood. The equipment shops emerge as restful havens with the fluctuating benevolence of the warm, brown torches. Meanwhile, the healer and especially the House of Heresy play with their purple and green colours to create a sickly impression around the wizards, whose cryptic arcanas cannot be deciphered by the protagonists. It is perhaps the vision of the imprisoned Izanami that contributes most significantly to this eeriness, as the mask that wraps her head draws on the organic imagery of Japanese horror fiction.

This atmosphere helps to make Megami Tensei distinctive and very gritty. With some effort, the player understands what is expected of them and the importance of choosing demons, but the title remains merciless. Unlike Wizardry, whose dungeon is built in a linear fashion, Megami Tensei revels in its convoluted nature. While Daedalus remains classic, it serves primarily to filter players. For those who triumph over the Minotaur, the real challenge now begins and the next sequence opens with a dilemma. Two areas can be explored: Valhalla and Bien. The latter is technically the prime objective, in order to liberate the city and secure a new base of operations. But it is likely that foes within the area are still too powerful, so a preliminary exploration in Valhalla, a region that meanders between two floors, is necessary to acquire better demons. However, venturing too far into Valhalla may prove to be a mistake, because of the walls that can only be crossed from one side. This difficult choice gives an insight into the difficulty of the title and is repeated over the course of the game. Yet Megami Tensei balances the difficulty with its Game Over system, which is very similar to Dragon Quest's, as the player resumes the adventure directly in the first city, only stripped of half of their money. Later on, the different regions also have two entrances, one accessible by piloting Bien's Sky City to land atop the dungeons: this second point of entry eases the exploration and shortens the back and forth to heal one's team.

Despite its very harsh difficulty, Megami Tensei can be tamed by patient players who are not put off by the fusion system. The title has some gentle accents amidst the harshness of its atmosphere and making progress through the various puzzles always brings great satisfaction. Undoubtedly, the title is not for everyone, but rather for the most ardent fans of the franchise or for those in need of archaic dungeon crawlers. For them, Megami Tensei would be a more subtle title than it seems, featuring a very unusual bestiary, its creatures coming from all the mythologies of the world. It is true that the scenario is still very simplistic, but the series proved more ambitious with its sequel, released three years later.

Reviewed on Dec 25, 2022


1 Comment


1 year ago

Really interesting to read such a well-written breakdown since I’m not sure I’ll ever get around to this one myself. Thank you for this!