Super Famicom cover art, featuring the archangels and several of the main characters
Developer(s)
Atlus
Publisher(s)
Atlus
Director(s)
Kouji Okada
Producer(s)
Hideyuki Yokoyama
Artist(s)
Kazuma Kaneko
Writer(s)
Ryutaro Ito
Composer(s)
Tsukasa Masuko
Series
Megami Tensei
Platform(s)
Super Famicom, PlayStation, Game Boy Advance, iOS, Android
Release
March 18, 1994
Super Famicom
JP: March 18, 1994
PlayStation
JP: March 20, 2002
Game Boy Advance
JP: September 26, 2003
iOS
JP: June 12, 2012
Android
JP: December 21, 2012
Genre(s)
Role-playing
Mode(s)
Single-player
Shin Megami Tensei II[a] is a post-apocalyptic role-playing video game developed and published by Atlus. It was originally released for the Super Famicom in 1994 in Japan, and has since been ported to multiple platforms. It is the second game in the Shin Megami Tensei series, which is a subset of the larger Megami Tensei franchise.
The gameplay comprises first-person exploration of dungeons and battles against demons; the player can also choose to speak to the demons, and attempt to recruit them to their party. By fusing multiple allied demons together, the player can create more powerful demons. The story is set decades after the first Shin Megami Tensei, in the encapsulated city Tokyo Millennium, which is ruled by the religious Messians from a unit called the Center. The player takes the role of a gladiator who is told that he is the Messiah, and is sent on missions around Tokyo Millennium to eradicate demons and prepare for the Thousand-Year Kingdom. The plot is influenced by choices the player makes throughout the game, determining their moral alignment.
The game was created to not have direct connections to the first Shin Megami Tensei, to ensure that it was interesting independently; this led character designer Kazuma Kaneko to create the concept of a story vaguely based on Shin Megami Tensei's future. Reviewers enjoyed the gameplay and the lowered difficulty compared to the prior game; some appreciated the plot and themes, but some thought that certain themes, while fresh at the time of release, felt clichéd in retrospect.
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