If you look up discussion of these games in forums or reddit, you’ll often find people asking if they’re worth going back to or if they’re a good place to start with the series, and obviously, gamers being gamers, the answer is always a huge “no.” I never see anyone ever recommending these games, even these SNES remakes. Always described as too clunky, too difficult, simultaneously too simple and too opaque, just all around too old. And it’s true on some level that if you’re used to most post-nocturne SMT games then I don’t think that what you get in especially Megami Tensei I is going to particularly resemble the series you love. If, however, you’re a fan of WIZARDRY, well then do I have a very cool little evolution of that strand of late-80s famicom RPG design for YOU.

The Megami Tensei duology exists in such a weird little liminal period in time for Megami Tensei The Franchise, and it shows in the game itself. It’s popularly known that this franchise in general pulls its aesthetic and setting inspirations from Nishitani Aya’s Digital Devil Story: Megami Tensei novels, some of which have complete fan translations and are totally readable if you want to seek them out! They’re kind of sick! People don’t really like them these days and I do understand why; they’re unabashedly trashy in all respects, and the main character is pretty genuinely repulsive and not in a sort of “ah this boy will learn to be better” sort of way. It’s also easy to see why they were such a big hit in Japan, though. Certainly they were part of a larger boom of overtly horrific occult-based media at the time, and they were part of a larger planned multimedia push that included a now-famous OVA adaptation and finally, of course, these games. But they are themselves brimming with a weird energy, mixing the vibes of a transgressing western-style anti-christian occult sensibility with classical mythology with modern technology in a schlocky soup that any teenager would be happy to slurp down. The OVA captures this vibe and translates it perfectly into the kind of bristling erotic violence that OVAs of that era are now infamous for.

So it’s interesting that Digital Devil Story Megami Tensei The Video Game kind of doesn’t even try? What we get is something I might call “loosely inspired by” its namesake rather than an adaptation of it. You have the same main characters in roughly the same roles – the same people act as reincarnations of goddesses, Cerberus and Loki and Set are here being Important Guys, but beyond these superficial trappings there’s nothing else really anchoring us to the original premise of “kid with school shooter energy summons demons and ruins everything instead of doing a school shooting, slow-motion tragedy unfolds.” It’s not quite doing its own thing either, though; only two of the original three novels were out at the time this game was released, and dialogue here suggests this is kind of an original sequel capstone to those books? Maybe even just the first book. Characters at the very least seem to be familiar with each other, and based on how heroically you behave in the game I guess we’re kind of massaging Nakajima’s image too. It’s all very strange, taking a story that’s about a gross, pulpy horror scenario playing out mostly inside of a school building and instead making it an epic quest to destroy Lucifer inside of his massive labyrinth in the demon world.

That’s not to say I don’t LIKE it though. As we have established, I looooove Wizardry, and this game makes explicit a lot of the shit that early Wizardry asks you to kind of do the mental legwork on yourself. The entire game takes place inside this evil labyrinth and it’s stacked with weird fuckers to hang out with. There’s whole towns inside the labyrinth, and all these cool little details about the kinds of people and demons you’ll meet in there, not all of whom will be hostile regardless of your recruitment game mechanic. Deeper down these towns stop being safe zones from random encounters, but they’re still often populated by guys who might have crucial advice or shop stock or hints for you.

Otherwise it’s a pretty smooth ride. Gameplay is simply for anyone with a passing familiarity with RPGs, with ultimately every single fight in the game ending up as a sheer contest of who can make the biggest number the fastest, but there is satisfaction in being the guy who can make the biggest number the fastest. I love Wizardry but I also love Dragon Quest 1. Eventually you have to be able to cover yourself from things like level drain and instant death spells but that’s about as complex as magic gets here beyond healing and occasional status afflictions that rarely have huge impact on a fight.

The Kyuuyaku versions at least (idk about the famicom original) do have the magnetite system, where you gain a second currency by winning encounters that drains with every step you take based on the number of demons in your party and how high their levels are. Once it runs out your demons will start taking damage every step instead, and MP is a precious resource so you really can’t have that. I find this system frustrating because the balance never feels quite right – ideally for something like this you would be feeling some pressure about it, like you need to weigh your options and figure out whether pushing it too hard will tip the scales away from you. Here though I feel like I’m always either completely in danger of tapping out or I’m so abundant on the stuff that I’m not even checking it. Ultimately it’s not a huge deterrent and there are plenty of ways to get powerful demons when you need them but I do think ditching this system later on and letting player level be the determining factor in how fucked up of a guy you can make was a wise move.

I imagine that the biggest barrier to these games for many people will be the dungeons themselves, but I think a lot has been done in these SNES versions of the games to make them pretty smooth. The auto-map feature is a game-changing addition, and when the late game dungeons start adding things like teleporters, one-way doors, and illusory walls it goes from necessary convenience to essential feature. When you can be punted as many floors as this game is willing to fuck you with I can’t imagine having to chart your own shit. There’s also a series of backtracking-based quests to find hidden items associated with every boss that will make them significantly easier to fight, and it’s actually required to do this in by far the most difficult area of the game to be able to kill the final boss at all, which is, I’m not too proud to admit, very tedious when you feel the end coming up in your bones.

I did like Megami Tensei I and I’ll admit that I’m really easy to please when it comes to the kind of very straightforward blobber that it succeeds at being, but the real star of this package is the sequel, which starts directly after the ending of the first game, no credits, no booting you back to the menu, just the ending screens for the first game, following by one of the most startling nuclear apocalypses in games. A flickering, screaming facsimile of a human face flashing in monochrome under an image of the missiles striking. It doesn’t seem to matter anymore. Now everything you were doing only moments ago seems smaller. Oops! You got some Shin in my Megami Tensei! Fully leaving any pretense of the novels or their original premise behind, the team behind the original game leap the story ahead 30 years to post-apocalyptic Tokyo, where humans live in underground bunkers, fearful of the demons that rule the wastes, or aboveground in cities where they live in communities that serve and worship cults and armies of demon warlords.

Your characters here are Gamers, who accidentally unleash the demon Pazuzu from the video game he was trapped in by the demon Bael (lmao). He says hello everyone I am PAZUZU and I work for GOD from THE BIBLE don’t worry about it I’m super chill and since you freed me you must be THE MESSIAHS please go kill Bael and don’t think about how he’s the most powerful demon in Tokyo and if he was dead I would be the most powerful demon in Tokyo okay see ya later. And your characters are like yeah that checks out I guess we are the saviors of the world! They’re so fucking stupid it rocks. It’s not until the third main character shows up and is like “have you guys considered that Pazuzu is obviously turbo evil” that you are even given the option to be like oh yeah shit that’s so true but even then your buddy will do the classic megaten move of breaking up with you and threatening to kill you next time you meet. Pazuzu even gives you Orthrus to hang out with! That’s Cerberus’ evil pallet swap! MR POLICE I GAVE YOU ALL THE CLUES, and other things of that nature. This isn’t the only time your protagonist demonstrates the brain power of my recently deceased pet cats either, like another time in the middle of the game you have to go get a thing and the thing is inside of the mouth of a big evil statue with blood all over it and you stick your WHOLE ARM IN THERE, and not only that but the arm that has your demon summoning computer and everything!!! And the statue of course fucking bites it off!!!! OBVIOUSLY. But you do get the status effect LOSARM out of this whole situation, as you have to scrabble your way back to the local mad scientist so he’ll make a robot arm for you, taking damage every step and unable to fight or summon new demons until you do. This whole sequence takes maybe fifteen minutes but it’s all time good SMT shit for me. This is also the diagetic way that the game comes up with for upgrading your demon capacity. You got more ram in your robot arm I guess.

Considering that Megami Tensei I is such a clear first run at an idea that feels very within the scope of what one might imagine both a first run at this franchise to look like and also what that would look like on the famicom, it’s kind of wild that Megami Tensei II just IS essentially a modern Shin Megami Tensei game almost fully formed from the ether. The setting is here, you’ve got your shitty friends who stick with you or ditch you based on your alignment choices (although the alignment system for the player character isn’t actually here yet – you’re essentially playing out a scripted version of what would today be considered a sort of combination neutral-law story), the ending is affected by key decisions that would be a little esoteric if they weren’t so obvious, Lucifer is here and behaving much more in tune with how he’s gonna act in almost all of his future appearances – a frustrated guy who sees humans as similarly beleaguered to his own people, if not still generally at the bottom of the worth-pyramid according to his own personal philosophies (in early games, at least). The kitsch comedy is dialed up, the mad science and esoteric fantasy are more heavily emphasized, and the horror is less overt and more ambient, based more in the smog of having the curtain peeling back on the knowledge that your existence isn’t your own and that resistance to the power that governs life is nearly unthinkable. But also like 70% of sapient life would be down to eat you. Both things.

There’s a degree to which SMT as a series but especially the core entries are just telling the same stories over and over again, filtering characters and details but with core identifying elements and story beats and character archetypes, to in my opinion a much greater degree than a lot of series that do a similar sort of thing. I might have expected a kind of bare take on that framework from a Famicom originator of many of those ideas but even today Megami Tensei II feels pretty fresh! In particular I like what the first half of the game is cooking, the post-apocalyptic Tokyo here being the domain of demon lords all jockeying for power against each other in a perpetual status quo rather than there being a real sense of alignment-based organization between the forces of law and chaos. There’s no big war happening right now, the war’s over, this is just the way things are at the moment, especially with no leaders present for most of the game, so it makes sense that it’s only when Pazuzu arrives on the scene to scam a bunch of idiots into starting shit with the biggest guy in town that things really start to spiral out of control. Pazuzu himself is the most interesting character in the game, because I leave it all genuinely uncertain about whether he actually is a representative of God or not? It initially all seems like a scam, one that he has other demons in on like Orthrus, but he DOES give you that special ring to signify your party’s places as messiahs, and later on an angel does speak fondly of him. He does seem to be mostly interested in seizing power for himself though, and for a demon to switch sides with an ulterior motive is equally interesting. The game leaves it ambiguous, or at least I didn’t talk to the right people to know for sure, and I think it’s really cool! There are a lot of NPCs with a ton of personality in this game, enough for the world to feel rich, to have me doing things like speculating on motivations and making observations about cultures and laughing at individual quirks of specific guys. Really impressive stuff.

This kind of early, wizardry-like first-person dungeon crawler exists in a tough spot, where for people who really like the genre and play a lot of these games I think these remakes that simultaneously preserve the really old, simple mechanics but also provide a lot of quality of life improvements, might be a little too simple to hold interest from a play perspective, even with the demon summoning and negotiation element grafted to the top. For players familiar with modern SMT or who are more general RPG fans though, I think even these simpler, easier dungeon crawlers might be a little bit more opaque and unforgiving than they’re used to and comfortable with and I understand that being a turnoff, even if I do think it’s a hump worth getting over (I did and I’m having a wonderful time exploring this genre). Megami Tensei’s personality is truly the thing that sets it apart; visually, sonically, personality-wise, there wasn’t much else even trying to do this kind of shit at the time and it still has a strongly individual vibe, strong enough that I think this collection is totally worth looking into, even if you skip to the second game. But if you’re already a fan of the series, I can’t emphasize enough that it’s really a nonstop parade of treats. I’m begging everyone to play old games. They’re so cool. Everybody wins.

Reviewed on Aug 31, 2023


2 Comments


8 months ago

great review. always a pleasure when you write about blobbers

8 months ago

thank you!! i’m on a bit of a kick right now, i’m like halfway through etrian odyssey and i’ve also recently started undernauts, but i’ve ALSO been playing smt nocturne simultaneously with these games and i’m right at the end so it’s fully possible i’m gonna either launch into shin megami tensei snes OR burnout on these intense rpgs for a little while. but it’s certainly a genre close to my heart haha