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Shin Megami Tensei

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Article Genealogy
Parent: DQ2 (historical) Hop 5
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Shin Megami Tensei
TitleShin Megami Tensei
DeveloperAtlus
PublisherAtlus
First release1992
First release versionMegami Ibunroku: Persona
Latest release2024
GenreRole-playing game
PlatformsNintendo Entertainment System, Super Nintendo Entertainment System, PlayStation, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Nintendo DS, Nintendo 3DS, Nintendo Switch, Xbox Series X/S, Windows

Shin Megami Tensei is a Japanese role-playing video game franchise developed and published primarily by Atlus that emphasizes demon negotiation, fusion, and branching narratives. The series grew out of titles developed by Koei and creative leadership from staff who later worked on projects for SEGA and Square Enix. Over multiple decades the franchise influenced Western releases, critical discourse around censorship, and cross-media adaptations.

Overview

The series originated from staff associated with Koei and early titles such as Sorcerian, evolving through key works like Digital Devil Story: Megami Tensei and spin-offs including Persona and Devil Summoner. Core mechanics draw on systems seen in Final Fantasy and Dragon Quest, while narrative and aesthetic elements reference sources like Dante Alighieri's works, John Milton's writings, and the iconography of Christianity, Shinto, and Buddhism. Prominent installments include entries on consoles by Atlus for platforms conceived by Nintendo, Sony Interactive Entertainment, and Microsoft. The franchise intersects with industry shifts brought by entities such as Capcom, Namco, Konami, and independent studios emerging in the 1990s and 2000s.

Gameplay

Gameplay centers on turn-based combat comparable to systems in Final Fantasy Tactics, party management akin to Suikoden, and monster fusion reminiscent of mechanics used by Digimon and Pokémon. Players recruit demons via negotiation influenced by influences from titles like Shiren the Wanderer and Rogue-like design principles, and combine them through fusion systems that echo synthesis mechanics from Xenogears and Chrono Trigger. Exploration mechanics have been implemented on hardware ranging from the Famicom era to modern platforms like Nintendo Switch and PlayStation 5, with dungeon design paralleling experiments in titles by Hideo Kojima and narrative branching comparable to works by Quantic Dream and Telltale Games. Difficulty curves have often been compared to hardcore JRPGs such as Dark Souls for their punitive challenge and strategic depth.

Setting and Themes

Settings span post-apocalyptic Tokyo iterations, alternate realities, and urban fantasy locales influenced by depictions in Akira (film), Neon Genesis Evangelion, and the cyberpunk of William Gibson. Recurring themes include theological conflict drawing on subject matter from Book of Revelation, Kabbalah, and Zoroastrianism, philosophical examinations similar to dialogues by Friedrich Nietzsche and Thomas Hobbes, and sociopolitical commentary akin to narratives in Akira (manga), Ghost in the Shell, and works associated with Shōhei Imamura. Environments often reference landmarks such as Shibuya, Shinjuku, and depictions of Tokyo Tower, while antagonists and factions invoke mythological taxonomies found in Mesopotamian and Norse legend compilations as well as demonologies cataloged by scholars like Samuel P. Huntington in comparative cultural studies.

Development and Release History

Development roots trace to adaptations of Aya Nishitani-era ideas and the influence of early Japanese computer game industry figures including staff who later worked on projects for Square and Enix before their merger. Key producers and directors such as individuals affiliated with Atlus oversaw transitions across hardware generations from Super Famicom to modern consoles. Localization histories involve collaborations with Western publishers and controversies similar to those experienced by Nintendo of America during the 1990s, with censorship debates comparable to disputes around releases by Sega of America and corporate policies enforced by ESRB. Announcements and showcases have occurred at events like E3, Tokyo Game Show, PAX, and Gamescom, with digital distribution through platforms managed by Steam, PlayStation Network, Xbox Live, and Nintendo's eShop.

Media and Spin-offs

The franchise expanded into the Persona series, Devil Summoner subseries, and crossovers such as titles developed with partners resembling collaborations between Atlus and Arc System Works or Vanillaware. Media adaptations include anime produced by studios like Madhouse and A-1 Pictures, manga serialized in magazines similar to those published by Kodansha and Shueisha, light novels, stage plays comparable to adaptations of Uta no Prince-sama, and tabletop interpretations paralleling licensed merchandise by companies like Good Smile Company. Cross-media promotions involved tie-ins with franchises overseen by Bandai Namco, soundtrack releases on labels associated with Sony Music Entertainment Japan, and collaborations with fashion brands similar to initiatives by Uniqlo.

Reception and Legacy

Critical reception has ranged from acclaim for narrative ambition likened to Bioshock and Persona 5's praise, to criticism for difficulty and localization issues paralleling debates around Mother 3. The series has influenced designers at studios such as FromSoftware, PlatinumGames, and indie teams behind titles like Undertale, and has been studied in academic contexts alongside analyses of cyberpunk and modern myth in media studies. Awards and recognitions have been given at ceremonies akin to the Japanese Game Awards and featured in lists published by outlets such as Famitsu, IGN, GameSpot, and Edge Magazine. The franchise's legacy persists through continued releases, remasters, and influence evident in collaborations with other intellectual properties managed by conglomerates like Sony, Microsoft, and Nintendo.

Category:Role-playing video games