Gamestyle
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(PS2)

Release Date: 27th April 2007
Developed By Atlus
Publisher: Atlus

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Review: Shin Megami Tensei: Devil Summoner (PS2)


RentaGhost

Devil Summoner is not what Gamestyle has come to expect from the Shin Megami Tensei series. Normally each instalment transports you to a demonic or apocalyptic setting where the human race is fighting for survival, and more often than not is on the verge of extinction. However, for this release Atlus obviously decided to take a break from the usual RPG quest and deliver something entirely different.

Set amidst the Taishous Peroid in Japan (that’s 1910-1920 for historians) you take the role of Raidou Kuzunoha, a private detective who specialises in investigating unexplained phenomena. The backdrop is only convenient as Gamestyle is sure locals did not live alongside demons, which makes its selection even more bizarre. Raidou however goes beyond mere Columbo-like abilities, as he is the latest in a long line of summoners who can call upon demons to do his bidding. As with most adventures, what begins as a routine case soon transcends into something completely unexpected and Shin Megami Tensei: Devil Summoner is no different.

Normally most developers would be content with a new setting, but Atlus have swept through this release, clearing out the competent battle system on offer in Digital Devil Saga 1&2. Instead what we now have is a real-time combat system, which dispenses with turn-based precedent. Unfortunately the change is detrimental, despite the fun that can be had with letting your demon off the hook and letting it run amok. It takes an extremely well designed battle system to pull it off real time in any game – more so in a combat intensive experience. There are many issues on offer here; the repetitive combat; debatable support AI; claustrophobic arenas; opponents constantly materialising and the lack of skill to highlight but a few. The confrontations are clumsy with avoiding enemy fire being particularly difficult, as is judging your own aim.

The real emphasis is on capturing demons and using them to do your bidding, if you enjoy collect them all dynamic. These hellhound troops are the only identifiable reason to replay Devil Summoner as they do encourage experimentation, for those that want to plum the depths of this linear offering. There are plenty of items on offer but Raidou lacks the ability to carry more than a mere handful. This means more criss-crossing of maps and counting every bullet you carry and dispense with scrooge-like vigour.

Gamestyle realises that Devil Summoner is not an RPG, only an average adventure with some half-baked attempt at a detective work. Normally a key reason to play on is the storyline. Not here. Gone is the sense of apocalypse, instead we have a swinging 20’s humorous take on the X-Files. While the cut sequences are well executed, the main characters strong and the whole game benefiting from good localisation (albeit in text), it lacks the cutting edge of what we’ve come to expect from Shin Megami Tensei. However at least the steep difficulty curve remains intact and if Atlus wanted to remove fans of the series from their comfort zone, they’ve succeeded.

Moving around in the game is utilised through a combination of maps and pre-rendered backdrops as used by Resident Evil (not 4) and the Onimusha series. Normally this approach allows for high quality two-dimensional environments, which manage to camouflage the lack of freedom. The backdrops on offer here lack the clarity and artistic touch set by Capcom releases. The limitations of the camera do not need explanation, but add in a reliance on backtracking and visiting the same areas to progress the story, and you’ll notice these flaws very quickly.

The main strength of the series is the unique and memorable character design. This is maintained through the work of Kazuma Kaneko, with the main characters standing out from the battle system fodder you have to face on a routine basis. Now more than ever this strength highlights the lack of a story; these characters are desperately in search of one. Overcoming the challenge is another incentive although Gamestyle is known for being one for punishment.

Shin Megami Tensei: Devil Summoner is an interesting diversion for the series. The persisting feeling is that this is a rushed oddity, attempting to attract new recruits to the series while offering a challenge before it returns to its RPG roots. For Gamestyle the return cannot come quickly enough.


Rating: 5 / 10


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