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Digital Devil Saga How Long To Beat

Role-playing game series

2004 video game

Shin Megami Tensei: Digital Devil Saga
Shin Megami Tensei - Digital Devil Saga Coverart.png

European cover art for the offset Digital Devil Saga

Programmer(s) Atlus
Publisher(s)
  • JP: Atlus
  • NA: Atlus United states of america
  • EU: Ghostlight
Director(due south) Katsura Hashino
Designer(s) Makoto Kitano
Developer(due south) Satoshi Ōyama
Artist(s) Kazuma Kaneko
Writer(southward)
  • Tadashi Satomi
  • Yu Godai
Composer(s) Shoji Meguro
Series Megami Tensei
Platform(s) PlayStation two
Release Digital Devil Saga
  • JP: July 15, 2004
  • NA: April v, 2005
  • European union: July 21, 2006
Digital Devil Saga 2
  • JP: January 27, 2005
  • NA: October 3, 2005
  • EU: February sixteen, 2007
Genre(s) Part-playing
Style(s) Single-histrion

Shin Megami Tensei: Digital Devil Saga [a] is a duology of role-playing video games adult past Atlus for the PlayStation 2. They are a spin-off of the Megami Tensei series. The first Digital Devil Saga was released in Japan in 2004, North America in 2005, and Europe in 2006. Its direct sequel, Shin Megami Tensei: Digital Devil Saga ii ,[b] released in 2005 in Nippon and Due north America, and 2007 in Europe. The games were published in Europe past Ghostlight and in other regions by Atlus and its North American subsidiary Atlus USA.

Digital Devil Saga follows the Embryon, a tribe who fights against five other tribes in a digital world called the Junkyard. After being infected with a demon virus that grants them demonic powers, the Embryon must fight with and devour the other tribes to ascend to "Nirvana". During the disharmonize, they shelter a woman named Sera, who has the power to calm their demonic powers. In Digital Devil Saga 2, having escaped into the devastated real globe, the Embryon are caught up in the fight against the Karma Society, who are intimately linked to the source of the disaster. The gameplay of both titles feature tertiary-person navigation of playable characters effectually to-scale environments, and plough-based gameplay against demonic monsters and human being enemies.

Digital Devil Saga began development pre-2002 nether the working championship New Goddess. The game'southward concept and original draft were written by Japanese author Yu Godai, who collaborated with Atlus scriptwriter Tadashi Satomi until withdrawing from the project for personal reasons. The gameplay concept of characters transforming into demons was based on an unused idea for Shin Megami Tensei. The second game began development immediately after the starting time, with the main development attempt going into refining and improving the gameplay. While their commercial performances varied, both games were praised by critics for their story, graphics and gameplay. Since release, the game has inspired a mobile prequel, and Godai wrote a serial of novels based on her original premise for the story.

Gameplay [edit]

A battle in Shin Megami Tensei: Digital Devil Saga 2, during the player'south turn and displaying the principal protagonist's unlocked combo abilities.

In the Shin Megami Tensei: Digital Devil Saga role-playing games, players have control of the characters Serph, Heat, Argilla, Gale and Cielo, with the characters Sera and Roland becoming playable in Digital Devil Saga 2. These characters are able to transform into a demon class, which is their main form in battle.[i] [2] [three] Characters navigate to-calibration environments, fighting enemies in both random encounters and story-focused boss battles. Afterwards each boxing, experience points are awarded to characters. Character abilities are governed by Mantra Grids, a system where Mantras are bought using the in-game currency Macca, then mastering them using Atma Points gained from defeated enemies. The maximum number of abilities that a character tin larn is eight. If two or more characters equip a certain ability, they can perform a stronger version of it through a philharmonic. Each character can larn abilities from one of four categories: Physical, Magic, Shield and Machine.[1] [4] [v]

The Digital Devil Saga games employ a turn-based battle organization, with 3 centrolineal characters fighting in battle. Both player characters and enemies are governed by a mechanic called the Press Turn system: each character has a symbol representing a turn. The character can forfeit a turn to let the adjacent graphic symbol an activeness; turns cannot exist passed more than once. If an enemy's weakness is exploited or a character lands a critical hitting, an extra turn is gained; if a character resists an attack, a turn is lost.[1] [two] [4] In Digital Devil Saga 2, characters will sometimes enter battle in a half-transformed "berserk" mode, which increases attack power while locking abroad magic skills and lowering a character's defense.[2] While battle is focused around strengthening characters' demon forms, they can likewise fight in their human forms using conventional weapons, and tin can equip ammunition. A homo character can perform a combo with i in demon form.[1] [2] The magic organization uses ix magic attributes. Ice and Lightning magic have a chance of causing the "freeze" and "stun" status, while Expel magic reduces an enemy'due south hit points past a sure per centum, and Decease magic causes an instant kill. Status magic can inflict status furnishings on enemies.[i] [2]

Each time a character's feel level raises, they receive stat boosts. While the protagonist can assign stat points at volition, the other main characters each accept certain specializations. Money is also dropped, which tin be used to buy supplies from merchants.[ane] [4] [5] [six] Atma is gained after each battle, but a greater amount is gained from eating enemies. If an enemy is "frightened", the amount of Atma is farther increased. Characters tin can as well be afflicted with a condition ailment if they overeat.[4] In Digital Devil Saga 2, special Karma Band items can exist assigned to characters to grant stat boosts. Fitting dissimilar gems dropped from defeated enemies granting specific stat boosts and effects. Effects range from granting free status buffs on the thespian party to casting ailments on enemies.[5] [7] Importing save information from the first game enables some skills and abilities learned during the get-go game to be transferred to the characters that learned them.[vi]

Synopsis [edit]

Setting and characters [edit]

The first Digital Devil Saga takes place in the Junkyard, a combat simulator programme divided between half-dozen tribes where it always rains: the Embryon, Vanguards, Solids, Maribel, Brutes and Wolves. Each tribe holds a particular territory, and initially are devoid of emotions: the only mutual footing is a great tower at the Junkyard's center called the Karma Temple, which acts as a meeting place for all the tribe leaders. The following game is attack Earth, which has been devastated past a phenomenon known every bit the "Black Dominicus", a manifestation of God's anger. The survivors of humanity are ruled by the Karma Lodge.[1] [8]

The main protagonists of the Digital Devil Saga duology are silent protagonist Serph ( サーフ , Sa-fu ), leader of the Embryon; and Sera ( セラ ), a woman who can district with God. The other Embryon are the kind Argilla ( アルジラ , Arujira ); the hot-tempered Heat ( ヒート , Hito ) the light-hearted Cielo ( シエロ , Shiero ); and the highly logical Gale ( ゲイル , Geiru ). The main adversary is Angel ( エンジェル ), who is Sera'due south intersexual biological parent. In Digital Devil Saga 2, two new main characters are introduced: Roland, the alcoholic leader of the Lokapala resistance group; and Madame Margot Cuvier, head of the Karma Society. All the main characters disallowment Cuvier go infected with the demon virus, a condition that causes them to plough into demonic beings and lust subsequently human flesh.[8] [9]

Plot [edit]

During a border skirmish between the Embryon and the Vanguards, a demon virus is introduced that infects everyone in the Junkyard: branded with a mark representing their "Atma" and gradually awakening to basic emotions, the people of the Junkyard must devour their foes to satiate their demonic hunger or run a risk going berserk. Sera, a so-chosen cyber shaman, arrives suffering from amnesia and is taken in by the Embryon, revealing herself capable of calming their hunger with her singing. The Embryon first become conscious of their new powers when they meet the surviving Vanguard: during their time in that location, they are forced to kill the Vanguards' leader Harley. Serph is then summoned to the Karma Temple along with the surviving tribe leaders. In one case they are assembled in that location, a female being calling itself Angel orders the tribes to conquer their neighbors and ascend the Temple'south tower to "Nirvana", bringing Sera every bit proof of their achievements. The Embryon decide to ally with the Maribel every bit a means of defeating the stronger tribes.[ten]

After gaining the trust of the Maribel's leader Jinana, they are betrayed past her second-in-command Bat, who allies with the Brutes along with the Solids' leader Mick. Jinana, having refused to eat as she needed to, goes berserk and must exist killed. The Solids then capture Sera, leading the Embryon into a fight to the death confronting Mick. They also successfully trick the Brutes' forces and Bat into a booby-trapped ship, killing them. During this fourth dimension, the Wolves are subdued by the Brutes, whose leader Varin has awakened memories of a former life where he was known as "Colonel Beck", and unsuccessfully attempted to persuade Angel to release him from the Junkyard. With assistance from the Wolves' deposed leader Lupa, the Embryon infiltrate the Brutes' castle, just Lupa is killed after going berserk. Later, the Embryon terminate upwards fighting Varin, who accuses Sera of being a monster earlier he dies. Sera regains her memories and runs to the Karma Temple with the Embryon in pursuit. In that location, Sera faces the homo form of Angel, who threatens to delete the Junkyard with a computer virus if Sera does not render to the real world with her. The Embryon go far and successfully fight Affections, only in the procedure release the computer virus. The Embryon, Sera and Affections only only escape every bit the Junkyard is destroyed.[ten]

In Digital Devil Saga two, the Embryon appear in the real globe, which is slowly being destroyed by the Black Sun: the simply ones able to survive the sun'southward rays are those infected with the demon virus. Serph, Cielo, Argilla and Gale learn that Sera is the captive of Angel and Madame Cuvier at the Karma Society headquarters. With the help of Roland and a immature boy named Fred, the group infiltrate the Karma Guild'south edifice. While they attempt to rescue Serah, Angel plans to subvert Cuvier and utilise the demon virus to create a society ruled by the strong. The Embryon are also faced past Heat, who is working with Cuvier on the promise of Sera's safety. Reaching the EGG, a man-made replica of God, the party rescue Sera, but Rut appears and seems to kill Serph. Both fall into the EGG, and God begins absorbing the Earth's data: in the chaos, Angel kills Cuvier, while the remaining Embryon and Sera, now able to assume a demon grade herself, shut down the Power Establish in an unsuccessful attempt to stop the EGG. In the procedure, both Roland and Argilla are killed past a powerful demon. Returning to the EGG so Sera can speak with God, they are confronted past Heat, who has fused with the EGG and gone berserk. Inside the EGG, Serph is met past a college being calling itself Schrödinger, who reveals the truth well-nigh what happened.[11]

The Karma Society was founded to study God, who was losing religion in humanity due to their beliefs. Sera was the only survivor of a group of children with the ability to communicate with God. To hide from the pain of the experiments, Sera created an artificial environment populated by benign versions of Karma Society staff: this environment was redesigned to go the Junkyard and the artificial beings would become its v tribes. The original Serph manipulated Sera and his team for his ain ends while the original Heat attempted to protect her. When Sera saw Serph killing Heat while linked to the EGG, God felt her hurting and attacked Earth. The original Serph was overwhelmed by a flood of information and became a demon before beingness killed. Now knowing the truth, Serph escapes from the EGG, killing Estrus in the procedure. Sera and so decides to head for a secondary Karma facility to communicate with God: on the way, Gale dies defeating Angel, and Cielo sacrifices himself and so Sera and Serph can attain the manual site. As Sera begins transmission, the base is destroyed, killing her and Serph. Their data travels to the sun—the concrete manifestation of God—and merges into a new being called Seraph. Aided by the data avatars of the Embryon, Seraph fights God'southward avatar to testify humanity's worth. Upon victory, Seraph achieves enlightenment and travels with Schrödinger to new worlds, while God restores the sun and Globe. At the game'south end, information technology is shown that the Embryon, Affections, and aspects of Sera and Serph accept reincarnated, with a grown Fred acting as their caretaker.[eleven]

Evolution [edit]

"[Atlus] took the mature storyline and themes from the master SMT games, and applied them to a more fantastic and "mainstream" RPG feel."

—Tomm Hulett, Atlus United states[1]

Production on the initial Digital Devil Saga started prior to the beginning of agile development on Shin Megami Tensei 3: Nocturne in 2002. During production, it was known nether the working championship New Goddess.[12] [thirteen] The projection was formed in part to make the Megami Tensei series accessible to a broader audience while staying truthful to its roots.[1] The games were directed by Katsura Hashino, a new director who had worked in lesser roles in previous Megami Tensei titles. The design managing director was Makoto Kitano, while the moving picture director was Ichiroh Itano, a noted anime director.[12] [fourteen] [15] Itano was responsible for storyboarding and character movement choreography.[sixteen] The squad was divided into multiple divisions, each in accuse of unlike aspects of the game's design.[17] The battle system was taken from that used in Nocturne, but with elements added to both differentiate it from other Megami Tensei games and contain the game'southward themes.[xviii] During development of Digital Devil Saga, the squad were faced with repeated problems with fitting the unabridged experience on a single DVD: the corporeality of data was estimated to be two times that of Nocturne.[12]

The original story was written past Japanese novelist Yu Godai. She was contacted in 2000 by Atlus through her then-publisher Kadokawa Shoten about collaborating on a video game scenario, something entirely new to her. Her submitted proposal for Digital Devil Saga was accepted, and she temporarily moved to Tokyo to piece of work with Atlus on refining the project.[19] During her time on the project, she collaborated with Tadashi Satomi, who had previously written scripts for the offset three Persona games.[nineteen] [xx] Godai wrote her outline on the basis that both books and video games had stories broken into capacity, writing upwardly the story up to the first boss battle in short story form to go a sense of the narrative and lore. Ultimately, due to a number of factors including health problems and disliking living in Tokyo, Godai left the project.[xix] Satomi's office equally story author for the duology necessitated discussions with other teams assigned to the game. Due to characters having dialogue in the field, the team needed to have extensive notes prepared.[16]

Production of Digital Devil Saga 2 began immediately after the release of the first game. To tease it prior to its official announcement, a large number of unfinished plot threads and vague hints relating to the chief characters' previous lives were incorporated into the first game. For Digital Devil Saga 2, the team expanded upon the systems implemented in the first game. Due to actress features added, the team sometimes felt that they could non fit it all on a single disc. The main priority was to ensure shine motion and a quick transfer into battles and cutscenes. The game's setting was inspired in Satomi's mind past the frequent reporting of natural disasters and outbreaks of diseases around the world. Another theme he incorporated was the inherent contradiction of wanting to avert violence while being forced to fight others in club to survive. According to Satomi, while the starting time game's motif was "rain", the second game's was "sun".[14] [xvi] Itano returned to his role as storyboarder and movement choreographer.[xvi] A large amount of work was washed to refine the gameplay experience, such as opening upward the character customization system. The team used player feedback from the first game's systems to make their adjustments.[14] [21] For both games, Atlus received additional development support for artwork assets from Kusanagi Corporation.[12] [22]

Character pattern [edit]

The grapheme and demon designs were washed by regular series artist Kazuma Kaneko.[1] At the start, Kaneko was given the pedagogy to give the characters tribal uniforms instead of normal clothes, and an Atma tattoo somewhere on their trunk to signify their demon power. The uniforms signified their eternal conflict within the Junkyard. To aid bring individuality to the main characters, Kaneko create slight variations in them, such equally giving them hoods or capes. The greyness tribal uniforms were created so the chief characters' fundamental colors would stand up out.[23] [24] Serph, every bit the player character and silent protagonist, was given few personality traits and designed with a stern expression. The aspect that separated him from other silent protagonist within the Megami Tensei series was that his name was spoken by the other characters rather than chosen by the thespian.[24] To emphasize the fact that the world of Digital Devil Saga was unlike the typical setting for Megami Tensei titles, he gave all the characters hair and heart colors that would exist naturally impossible in the real world. The only one non to have a foreign pilus color was Sera, signifying her unique status.[23] The characters' demon forms were designed to exist animal-like, signifying their urge to swallow. They were given prominent mouths equally demons, equally the idea was that they would consume their foes when in demon form. Their eyes were removed as they stood out too much. Each graphic symbol was designed around a specific elemental theme, which both flowed into the gameplay and matched an individual'due south personality: an example of this is Heat, who has an angry personality and uses Burn as his main element.[24]

Kaneko was the first to propose the game'south concept, which was and then worked on by other staff members.[24] The initial game's themes were divers as "enkindling" and "change", referenced in how the characters gradually awoke to their emotions and the static environs of the Junkyard was drastically changed.[12] The Junkyard was designed to emphasize the desperation of the characters during their awakening.[1] The concept behind the demon transformations originated during the evolution of Shin Megami Tensei. Kaneko, who worked on Shin Megami Tensei, had wanted the game's Chaos Hero to regularly switch between his human and demon forms. The thought did not appear in the finished game, but eventually reemerged and became the base of operations for Digital Devil Saga 's gameplay.[25] The game'southward graphic symbol models were created based on development knowledge from Nocturne. Creating the models proved difficult due to the need to extensively use level of detail while staying true Kaneko's distinctive designs. While Nocturne was defined by its "static" feel, the team wanted Digital Devil Saga to have a feeling of move to dissimilarity Nocturne.[12] Makoto Kitano was responsible for creating 3D representations of the game's demons, A noted element was the blueprint of Cerberus, which combined elements of the iii-headed version first designed for Devil Summoner: Soul Hackers and the shape of sharks.[26] 1 of the additional challenges was the fact that it was the first Megami Tensei title to feature extensive voice acting, inspired by the need to fully limited the game'due south themes and story. Earlier the official voice actors were cast, Atlus staff provided the characters' voices. Due to the wish to appeal to a wider audience than previous Megami Tensei games, the proposed amount of violence and graphic imagery was cutting down.[12]

Music [edit]

The music for Digital Devil Saga was composed past Shoji Meguro, who had previously worked on multiple Megami Tensei games, with some additional tracks for the first game existence written by Kenichi Tsuchiya.[27] [28] While he had previously been restricted in his music quality by the limited storage space of the CD medium, Meguro was able to play one-half the tracks using existent-time streaming.[27] Using the software, Meguro was able to fit in loftier-quality music aslope the sound effects and vox track.[12] Nevertheless, he needed to make some compromises on tracks.[28]

For the first game, Meguro made heavy use of guitar-based rock music, taking his inspiration from music of the 1960s and 70s. Information technology was meant to represent the brutal new nature of the environment, and of how the main protagonists gradually awoke to their humanity. Tsuchiya was in accuse of environmental tracks that deviated from the normal layout and experience of the Junkyard.[12] [28] The game's boxing theme, "Hunting", was originally going to be the boss theme, but its instrumentation was considered to be wrong and so it was changed to the normal boxing theme.[28] For the second game, Meguro changed the original's dark tone to requite it a harsher feel and techno instrumentation, reflecting the state of the real world and clashing with the views of the main characters. He besides reached out to an external firm to help with fitting in more complicated tracks with less loops, getting round some of the limitations he faced with the first game.[xiv] [28]

Multiple theme songs were created for the games. The first game'due south opening theme, "Pray", was sung by Sera's voice actress Houko Kuwashima. "Pray" also formed the core musical theme for the games.[28] [29] For the Northward American version, the opening theme was changed to "Danger", equanimous by electronic band Etro Anime.[i] The song, described every bit a "melancholy track", was designed to blend with the constant rain of the Junkyard.[30] The opening theme for Digital Devil Saga 2 was "Alive": information technology was written by Meguro, sung past Kayoko Momota, and had bankroll vocals by Yumi Kawamura.[28] The ending theme vocal is "Time Capsule" by Japanese vocalizer-songwriter As. The vocal was used in television commercials advertising the game in Nihon, and was the singer'due south debut single.[31]

Release [edit]

Digital Devil Saga was kickoff announced in the Japanese manager's cutting version of Nocturne in February 2004.[32] The game'due south formal championship had only been decided upon shortly earlier its reveal.[12] Every bit role of the game'southward promotion in Japan, entertainer and model Mayuko Iwasa appeared in alive-action advertisements in the role of Sera, and promoted the game at events.[33] An viii-megabyte PlayStation two memory carte was sold that featured artwork of Serph and his demon course.[34] Digital Devil Saga ii was officially announced at the 2004 Tokyo Game Prove.[35] To promote Digital Devil Saga two, a special DVD containing selected music tracks and movie fabric was created equally an over-the-counter giveaway for the initial print of the game.[36] Both Digital Devil Saga games were re-released past Atlus in 2006 as part of their "Atlus All-time Collection" budget release series.[37] [38]

Digital Devil Saga was officially announced for the westward at the 2004 Electronic Entertainment Expo for release in the winter of that year.[thirty] It was subsequently delayed into 2005, and a deluxe edition which would include a box for containing both Digital Devil Saga games was announced as a consolation.[39] [twoscore] The second game'south release window was officially announced at the 2005 Electronic Entertainment Expo, to be published in North America by Atlus U.s..[21] The game arrived in stores in North America a week earlier than originally scheduled.[41] Both Digital Devil Saga games were published in Europe by Ghostlight.[3]

As the original version featured a cast of well-known anime voice actors, the Atlus USA localization team sought out well-known English voice actors for the dub, and took extra care with syncing the English dialogue with the original characters' lip movements.[1] Digital Devil Saga was the kickoff Megami Tensei projection to feature an all-encompassing voice acting chemical element. During localization, localization projection manager Yu Namba made a spelling error during one of the early on cutscenes where the proper name of Serph's demon grade was shown: the demon's name was displayed as "Varna", when it was really "Varuna". The fault was not spotted until information technology was likewise late, and and then remained in the game.[42] 1 of the main concerns was to keep the characters' personalities intact when shifting from Japanese to English language dialogue: a cited case of how this alter was accomplished was Cielo, who was given a Jamaican emphasis to express the grapheme'southward easy-going and friendly personality.[43] Later on the release of Nocturne, the "Shin Megami Tensei" moniker was attached to the Digital Devil Saga games to aid with marketing.[44]

Reception [edit]

By the finish of 2004, the get-go game sold 153,421 units in Japan, coming in at the 81st best-selling title in Japan for that twelvemonth.[58] The second game sold xc,812 units in Nippon past the end of 2005, becoming the 144th best-selling game for 2005.[59] Digital Devil Saga did not manage to come across its projected sales targets in Japan, and contributed to the company'due south console partition posting a substantial loss for the 2004/2005 financial year, resulting in several staff members being laid off.[sixty] Co-ordinate to a representative of Atlus The states, the games' sales performances in 2005 were "absolutely fabulous".[61] In Europe, it was stated by its publisher that the outset game had sold to a higher place expectations in the region.[three] Speaking in 2013, a Ghostlight representative said that the Digital Devil Saga duology had "met with great success" in Europe.[62] Upon their re-release on PlayStation Network, the games appeared in the tiptop ten rankings in N America and Europe.[63] [64]

Digital Devil Saga received positive critical reception: aggregate sites GameRankings and Metacritic show ratings of fourscore% and 78/100 respectively.[45] [47] General praise went to the story, characters and gameplay. The loftier difficulty, issues with repetition and pacing, and the cliffhanger catastrophe drew criticism.[4] [49] [51] [52] [54] [55] [57] Famitsu cited the game'due south meaning shift away from the hardcore mechanics of the main serial, positively noting the freedom of character customization.[52] The reviewer for 1UP.com, despite missing the demon fusion systems from earlier Megami Tensei titles, thoroughly enjoyed the game, calling it "a smashing Final Fantasy alternative".[49] Jeremy Dunham of IGN said that "Despite its repetition and unfinished storyline, [Digital Devil Saga] still has enough to like", citing its plot and boxing arrangement.[54] GameSpot'due south Bethany Massimilla said that Digital Devil Saga 's combat and globe design fabricated it a compelling title worthy of the Shin Megami Tensei moniker.[4] RPGamer's Derek Cavin said that Digital Devil Saga "manages to exist a good game, despite its flaws".[55] Eurogamer's Rob Fahey said that players expecting a traditional role-playing game would be disappointed, while stating that Digital Devil Saga delivered a by and large positive impression while fugitive many cliches of the RPG genre.[51] John McCarroll of RPGFan mostly enjoyed his time with the game despite issues with camera control, praising the positive mixture of gameplay and story elements.[57]

Digital Devil Saga ii received an even improve reception: its amass scores from GameRankings and Metacritic were 83% and 83/100 respectively.[46] [48] While critics generally cited a necessity for knowledge of the first game, the story and gameplay were generally cited as an improvement over the original.[2] [five] [vi] [7] [53] [56] Famitsu was again fairly positive, enjoying the story and characters, while also noting the accommodations for first-time players.[53] Dengeki PlayStation was highly positive well-nigh the game, praising its story and gameplay additions, though saying that the 2 games were a piffling too similar, and that people who had not played the first game would be dislocated by the story and grapheme relations.[ii] 1UP.com's Shane Bettenhausen said that while the game shared many similarities with its predecessor, it was not as repetitive as other games such as the .hack series, and was still a good game.[50] Masimilla said that Digital Devil Saga 2 had managed to realize the first game's storytelling ambitions, enjoying the experience despite noting some design flaws.[6] Fahey said that the game was "everything that an excellent sequel should be", by and large praising its mechanical and narrative improvements over Digital Devil Saga.[seven] Cavin said that information technology improved on near every aspect of the original game, recommending it to players of RPGs.[56] McCarroll said "[Digital Devil Saga 2] is hands the finest game I've had a chance to play this yr and stands to be one of the great games of this generation".[5]

Legacy [edit]

In its reviews, RPGFan named both Digital Devil Saga games equally "Editor's Choice".[5] [57] In 2011, Digital Devil Saga and its sequel Digital Devil Saga 2 ended up topping the site's "Top 20 RPGs of the Last Decade" list.[65] Kurt Kalata, writing for 1UP.com in an article concerning the controversial content of the Megami Tensei series, made mention of Digital Devil Saga due to its exam of the ethics of eating others to survive.[66]

A manga spin-off of Digital Devil Saga titled Digital Devil Saga: Avatar Tuner - Shinen no Matou was published in Japan in 2005 past Jive. The manga revolves around a dissever group of characters within the Junkyard.[67] A 5-volume calorie-free novels serial titled Breakthrough Devil Saga: Avatar Tuner [68] have been authored by Yu Godai in 2011. While she had left the project early, her contract with Atlus enabled her to write her own work based on the premise.[69] The novels are Yu's alternate take on her ain story, redone without any of the restrictions involved with a video game narrative.[lxx]

Digital Devil Saga: Avatar Tuner: A's Exam Server [71], a mobile office-playing game, was developed by Interactive Brains for mobile phones and published by Atlus and Bbmf through the Megaten α service. Using gameplay systems similar to the console games, the story is an original narrative set within the Digital Devil Saga universe: when Serph awakens in an enormous belfry with no memories, he and the other Embryon must explore the towers with Sera'south help to recover his memories.[72]

Notes [edit]

  1. ^ Digital Devil Saga: Avatar Tuner ( Digital Devil Saga アバタール・チューナー , Dejitaru Debiru Sāga Abatāru Chūnā )
  2. ^ Digital Devil Saga: Avatar Tuner 2 (Japanese: Digital Devil Saga アバタール・チューナー2, Hepburn: Dejitaru Debiru Sāga Abatāru Chūnā Tsū )

References [edit]

  1. ^ a b c d e f yard h i j k l m Aihoshi, Richard (Feb 5, 2005). "Shin Megami Tensei: Digital Devil Saga Interview". IGN. Archived from the original on March 1, 2005. Retrieved July 26, 2009.
  2. ^ a b c d e f g レビュー『DIGITAL DEVIL SAGA ~アバタール・チューナー2~』 - 電撃オンライン. Dengeki PlayStation (in Japanese). 2005. Archived from the original on October 24, 2007. Retrieved Baronial 20, 2015.
  3. ^ a b c Orry, James (November 21, 2006). "Digital Devil Saga 2 heads to the Great britain". VideoGamer.com. Archived from the original on Baronial 21, 2015. Retrieved August 21, 2015.
  4. ^ a b c d e f g Massimilla, Bethany (April v, 2005). "Shin Megami Tensei: Digital Devil Saga Review". GameSpot. Archived from the original on December i, 2014. Retrieved July 25, 2009.
  5. ^ a b c d due east f g McCarroll, John (October 3, 2005). "Shin Megami Tensei: Digital Devil Saga 2". RPGFan. Archived from the original on August 21, 2015. Retrieved August 21, 2015.
  6. ^ a b c d due east Massimilla, Bethany (April 4, 2004). "Shin Megami Tensei: Digital Devil Saga ii Review". GameSpot. Archived from the original on December 6, 2014. Retrieved March 24, 2014.
  7. ^ a b c d Fahey, Rob (February 21, 2007). "Shin Megami Tensei: Digital Devil Saga 2 Review". Eurogamer. Archived from the original on February 26, 2014. Retrieved March 24, 2014.
  8. ^ a b デジタル・デビル・サーガ~アバタール・チューナー&two~ オフィシャルファンブック [Digital Devil Saga - Avatar Tuner & ii - Official Fan Volume] (in Japanese). Enterbrain. April 2, 2005. ISBN4-7577-2280-X.
  9. ^ :: Digital Devil Saga 2 ::"キャラクター" [Digital Devil Saga ii: Characters] (in Japanese). Digital Devil Saga 2 Japanese website. Archived from the original on November 11, 2007. Retrieved March 23, 2016.
  10. ^ a b Atlus (April 5, 2005). Shin Megami Tensei: Digital Devil Saga (PlayStation ii). Atlus.
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External links [edit]

  • Digital Devil Saga website
  • Digital Devil Saga 2 website

Digital Devil Saga How Long To Beat,

Source: https://en.wikipedia.org/wiki/Shin_Megami_Tensei:_Digital_Devil_Saga

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