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Killer is Dead: Nightmare Edition
Killer is Dead: Nightmare Edition

May 02

Killer7
Killer7

Apr 23

Final Fantasy XVI: The Rising Tide
Final Fantasy XVI: The Rising Tide

Apr 18

Shin Megami Tensei: Digital Devil Saga 2
Shin Megami Tensei: Digital Devil Saga 2

Mar 17

13 Sentinels: Aegis Rim
13 Sentinels: Aegis Rim

Oct 14

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(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.

Honestly, I enjoyed this. More than I thought I would. Not that I had thought of anything bad before playing it, I don't do that.
Astonishing graphics for a PS2 game, character models, environment, and lightning, it's all great and polished. But the thing is, it's not optimal enough to get a good look at, mostly with the level structure being composed of like two 3-4 enemies to beat up in a very enclosed area. Except for two levels I think, where you have more freedom and thus are allowed to actually pay attention to the environment. Oh and also, very bad fixed camera angles, I remember in that one level where you have to quickly escape from something, it was horrendous because the sudden change of angle can screw you pretty badly into finding your way. I saw people complaining about this in the BTA phases, well I think it's not too bad if you know what you're doing. Overall, the battle system is alright, and as for the BTA definition... yeah that's not it, because everything is so goddamn slow. I accidentally discovered this game has a chain system. What's the point of adding that if the only occurrence you going to trigger it, is when you simultaneously beat two enemies who had as if by chance the same amount of low HP. Also, the way robots work is pretty stupid. These enemies don't work the same way humans or organic beings work. When you hit humans and co., they ragdoll, and they get i-frames while being in this state, meaning you cannot chain them. This isn't the case for robots. Every time you hit them, they just get stunlocked, allowing you to chain them. I'm nitpicking, of course, I don't mind this, this is just funny to me how you can cheese them.
One thing I didn't like is how the game doesn't give any incentive to rotate between the three characters. Why would I pick this guy when I can grind my current character, and experience his full moveset. When you're in midgame, there is no point in picking another character than the one you've been constantly picking, because that character will be the most fun to play. Because yeah, this game has a BP system, you beat up someone, you get BP, and you enhance a character. This is also tied to another gripe I have with the game. YOU have to beat your enemies to get the BP, YOU and YOU alone, not your CPU-controlled comrades, the player has to deal the finishing blow to get the BP.

Good tracks, if only they were just not on loop. I loved the ending song.
Good voice acting for both English and Japanese, but not so groundbreaking, as some lines delivery was really bad.

Regarding the story... that was ass. Have you played Kingdom Hearts Chain Of Memories ? No, because I think that in its structure, this is a worse iteration of KHCoM's storyline, really. Think about KHCoM's story, being mixed up with the level of stupidity of Stranger of Paradise FF Origins's narration. (Don't make me say what I didn't say, SOPFFO, the story is very good, it's only a disservice by its very poor narration.)

We got Sion Bazhard, supposedly the main character, (No he does NOT look like Sora in the slightest. Stop with that nonsense...) working in a bar with his friends, Volt Krueger, Kou Leifoh (Him however, nearly got the same face as Zell from FFVIII...) and Dominique Cross. Dominique gets kidnapped, and it's up to our Bouncers to rescue her. They quickly understand that the kidnapping of Dominique fuels the dark designs of the main antagonist, Dauragon C. Mikado, leader of the Mikado group. This is how I would summarize this game's pitch. Like I said, the story is a convoluted hot mess. Spoilers ahead.
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Dauragon was mad at that one hospital that couldn't lodge her sick sister, Dominique. She died. He brought her back to life. He then built a satellite to destroy the hospital that rejected her sister. For some reason, even though Dauragon was using Dominique to satisfy his desires, he also ceased to treat her like a human. That was the backstory of the main villain! Great...
So then back to our party, we beat up echidna who's uh... yeah. Then some irrelevant stuff happens, and our sensei dies but who cares, we find Dominique and we try to escape. One thing: The main reason Sion is so stubborn to save Dominique is because he already lost someone in the past, a girl named Kaldea. He doesn't want to lose someone else. Classic but neat plot point... or not. Sion and co. come across Kaldea, turns out she didn't die, and she willfully stayed by Dauragon's side because he felt lonely. And oh my god, the real KINO, the real peak fiction is still to come. Dauragon kills Kaldea, like, seconds after her revelation, Sion gets mad, and he literally KILLS Dauragon. Oh my god, he's so bouncy. I thought he would like to try to show empathy towards Dauragon, because he knows what it means to be alone, and I think this is why Dauragon no longer considers Dominique as a human, he's been too much alone. No fuck that shit about character interaction right, Sion kills the bad guy, gets the bitches, and that's the end. No wait, I almost forgot the best dialog ever uttered in all of Square Enix's history. (Don't remember what they said exactly, but that would be something along those lines)
Dominique: "I had a really bad dream, where I killed all these people. SIon, was it real"
(I'm assuming she is talking about the moment when Dauragon blew up that hospital, else I don't know what crack this girl's been smoking)
Sion : "It was not real, and you'll never have any bad dreams again, I promise."

Wow. Speechless. I don't know if the party actually knows Dauragon killed like, thousands of innocent, probably disabled people, and if they do know this, especially Sion, then what the fuck are you doing man. And it just keeps getting funnier, because they [Sion and Domi] say these lines of dialog AGAIN. With Sion iterating the same thing as before. Not sure what the writers were onto about that. Injured and disabled people are the source of all catastrophes in the world...?
Moreover, the hospital explosion scene was an FMV, and it was, in my opinion the best in the game. Yeah. So we get this in FMV, but not Kaldea's death or something? Absolute cinema if you ask me. No notes.

I also thought Sion would forget about Kaldea, but not exactly because until the very end of the game, he slips a little line: "Rest in peace, Kaldea" and that's it. My man already mourned. Now do you see why I say that this is a bad iteration of KHCoM story? Sion and Dominique are Sora and Namine. (No their chara design does not look alike either...) Their whole relationship was something made up, as Dominique already died some time ago, and Namine made all this up through Sora's memories. The thing is Sora actually goes through a journey of growth, he learns what it is to lose someone, to be alone, and even when he learns that all of this was made up, he still understands Namine, and he forgives her. (Namine is also portraying Dauragon's character here, on top of Dominique.) He then forgets about Namine, a bit like Sion did for Kaldea, but in Sora's case, it is set up like so because the plot allows it. Not in The Bouncer, that's just frustrating and expeditive. This game is two hours long, and yeah, I don't think you can cook something with such a short amount of time. But I also don't think the game would benefit from a much higher length. It was just made with a particular mindset I think.
I know I keep coming back to what I say, but this time this is it. You know when I realized this game was an all-timer? When I finished the game and I was still unable to figure out what the fuck a Bouncer is. I mean, not the real job, but why choose the bouncer profession for this?

So yeah. Good game. I'm honestly quite surprised by how much I have written for a game that, I feel, will not stick very long with me. But you should play it, it's just two-ish hours.

Maybe the best video game I've ever played.