Shin Megami Tensei IV is as ambitious as it is flawed.Shin Megami Tensei IV
Our Rating:
Good
Shin Megami Tensei IV is an RPG with great narrative ambitions – trying to discuss the purpose of religions and forms of society – that presents a complex – albeit unbalanced – battle system. Its narrative, however, is very erratic and often puts the focus on its least interesting elements.
The game’s protagonist, called Flynn, works as an avatar for the player, who can change his name. Flynn is a commoner who lives in the Eastern Kingdom of Mikado, a medieval society based on a rigid caste system: there are the nobles called Luxorors and the commoners called Casualries. There is only one way for a Casualry to rise in life and that is to become a samurai and serve their nation. The selection process works in an apparently arbitrary fashion, however, with the candidates being chosen by a very advanced technological apparatus, which contains a digital display. One fateful day, this machine chooses four candidates besides the protagonist: the Luxorors Navarre, Jonathan, and Isabeau, and the Casualry Walter. After a terrorist attack in Flynn’s village, they all receive the same mission: to hunt down and capture the mysterious Black Samurai.
The first hours of Shin Megami Tensei IV are fascinating. We’re introduced to a society where commoners are instilled with a twisted concept of equality: “Luxorors and Casualries… We may be of different classes, but we’re all equals inside,” Flynn’s childhood friend defends, although soon afterward he explains that his dream of becoming a samurai is based on the resulting improvement of his quality of life. Casualries are individuals who accept their poor social condition because they believe it’s the natural order of things: it has always been so, so it must be right. Moreover, Mikado’s monastery reinforces this idea, preaching that the caste people are born into is decided by God and, therefore, whoever tries to be someone different is going against His will.
The Black Samurai is trying to shake this belief, distributing novels, comics, and manga to the Casualries. Literature is presented as a tool to foment revolt, helping people develop critical thinking and finally question their way of life. A baker who offers a novel to Flynn shows to be much more enlightened than the protagonist’s friend, for example, saying that, “Everyone talks about equality, but it is a ruse we have been submitted to.” After reading the books, however, some commoners start turning into demons and attacking people. Therefore, Flynn and the other samurai, with the support of the king and the monastery, begin to pursue the Black Samurai.
The player’s initial mission is to investigate the catacombs of Naraku, an underground maze infested with demons, whose existence remains a secret to the people of Mikado due to the actions of the samurai. The big secret, however, is that these samurai have always fulfilled their duty with the help of the monsters themselves. In Shin Megami Tensei IV, it’s possible to talk, cheat, bribe, and even flirt with demons to make them join our cause and fight their own kind.
It is also worth mentioning that, in the game, “demon” is the term used to denominate any mystical entity of a religion – thus, Shiva, the archangel Gabriel, Anubis, Amaterasu, and the Aztec god of life Quetzalcóatl are all classified as demons and can be recruited to our party. In the story, the term demon doesn’t necessarily have a negative connotation, making reference not only to monsters but also to gods and benevolent entities. In Shin Megami Tensei IV, demons are exterior manifestations of people’s vices, virtues, and repressed desires. This means that each human being has a demon within them and is consequently capable of becoming one.
It becomes fascinating, then, to notice how the inhabitants of Mikado, having suppressed generations of social injustice, become demons as soon as they realize the reality: their suppressed anger is so great that they cannot deal with the situation in any other way than with hatred and violence. On the end of the spectrum, when Flynn visits an anarchist society, all the individuals he meets are also demons: because there is no trace of a State controlling the people, their innermost desires come to the forefront, transforming them into these creatures.
The player’s main decision falls on this question: is it better to make a world where everyone is free and true to their nature, where only the strong and deserving are successful, or one governed by a State, whose control over the people is crucial for allowing proper human coexistence? Each side is represented by a character. Walter, who has been oppressed by Mikado all his life, defends the establishment of an anarchist society based on meritocracy, as it represents the dream of finally ascending based on the sweat of one’s own brown. Jonathan, a Luxoror, defends the maintenance of order, being already part of those in power; and Isabeau, in turn, sits on the fence, representing a neutral path – whatever that means.
The main problem regarding this division is that the developers fail to link the choices that lead to each ending with the themes behind them. They assume, for example, that someone who desires order is necessarily benevolent, while anarchists are invariably ruthless and cruel. In other words, they judge both sides with a binary worldview. The consequence is that decisions that consider how kind the player is influence the final outcome and may end up taking them to an ending that they don’t necessarily agree: since the choices don’t reflect our position on anarchism, meritocracy, control, and order, but only judge the cruelty of our in-game actions, they make the ending thematically disjointed.
In addition, once the samurai discover the city at the end of Naraku’s catacombs, the narrative simply comes to a shrieking halt. Flynn just walks around the city killing demons without making any progress in his investigation. Very few new characters are introduced and the chase for the Black Samurai is set aside for hours, resulting in a long dramatic vacuum.
Even worse is the fact that it is this city and not the kingdom of Mikado the main location impacted by the player’s final choice. In this city, Flynn meets the local faction leaders and learns how they want to deal with their problems, but never gets to know the city’s inhabitants in depth. Consequently, there is no strong emotional connection between us and the city, as there would be with Mikado since it’s the place where all the main characters are from.
When the time finally comes to confront the Black Samurai, we’re also faced with a frustrating anticlimax: the story’s main antagonist is quickly discarded in favor of more than ten hours of exposition on the possible consequences of the final decision – a very serious narrative mistake since the developers discard an important and formidably developed character in exchange for an exhaustive repetition of ideas.
And the Black Samurai truly is a fascinating character. There’s a specific scene, for example, when they try to crucify the Black Samurai, that draws a clear parallel with the figure of Christ, reinforcing the role religions and their symbols play in forming people’s opinions, while subverting the analogy by placing the character being crucified speaking against the word of God.
When it comes to gameplay, Shin Megami Tensei IV also has its fair share of ups and downs. As in most games in the series, here our main drive is to merge two demons into a new more powerful one. With more than 450 demons available – each one with a brief explanation of their origin in their respective mythology –, demon fusion is an addictive mechanic that gives us a goal very similar to Pokémon: to capture them all. As for this comparison, it’s fun to realize that Flynn’s relationship with his demons is much healthier than the one present in the Nintendo game, since here the monsters enter his team willingly and without being – well – brainwashed by a magic ball.
The turn-based battles also play out similarly to Nintendo’s franchise but with four characters (Flynn and his three demons) fighting at the same time instead of just one. After selecting an action for all characters, they act in order (the fastest first), and then it’s the opponent’s turn to perform their attacks. When the nature of the blow (fire or ice, for example) corresponds to the weakness of the enemy, it causes more damage, too. But here comes the game’s uniqueness: the character that landed the attack also becomes temporarily invulnerable, and their respective team gains one more action point. If a second character also hits an enemy weakness, the same things happen, making it possible to have all members of our team invulnerable and still act more than seven times in a single turn.
In other words, Shin Megami Tensei IV‘s combat system is all about finding and hitting the other weaknesses to basically win the match. Battles, therefore, start as a game of trial and error to discover these weaknesses and end in a massacre the moment they’re discovered. However, the same rules apply to our enemies, so if they hit our weaknesses, we’ll quickly meet the “game over” screen.
This means that in just one turn it’s possible to lose all our team members even to weak enemies, and since missing attacks also result in losing up to two actions, there is even an element of luck involved that will invariably cause frustration: in Pokémon attacks also have a chance to miss, but here, besides the percentages not being informed, the consequences of missing are much more serious.
Another problem is that some side characters, like Walter and Jonathan, act on certain occasions as support in battles, also attacking the enemy, but they are much more of a curse than a blessing, as they use attacks that can be blocked by enemies, leaving them invulnerable to your attacks and also stronger – and there is absolutely nothing we can do to prevent it. There’s a secondary mission, for instance, whose goal is to kill the demon Azura, where this is a particularly notable problem since the support character – a hunter named Nozomi – constantly uses attacks that can be blocked by that demon.
By the end of the game, however, the situation becomes different, as some of the final bosses have no weaknesses. These are the most interesting battles, being more balanced and requiring novel strategies and skills to be beaten. Defeating Beelzebub requires a party well-versed in status-changing attacks, for example. But there are very few battles of attrition in Shin Megami Tensei IV. They’re all very brief confrontations, quickly ending after a weakness is exploited. If, on the one hand, this approach fits the purpose of a handheld, on the other, it can result in a lot of frustration.
Another important issue is the complete uselessness of the city map found after Naraku. The city we find is a huge place, full of important locales, and the map simply doesn’t show their names. It would be interesting if the names only remained hidden until the player discovered the places, but they never appear on the map, which can lead us to get lost and waste time.
Finally, it’s worth commenting a bit about the NPCs. Although most of them don’t have the slightest bit of personality, they serve as important instruments for the narrative. Important events are only explained and discussed through conversations with random people, making the act of talking to them fundamental for the full understanding of the story. However, there’s a visible lack of care regarding them. In the game, NPCs usually have suggestive names such as “Shy Samurai”, “Concerned Woman”, and “Stunned Commoner”, but their titles don’t always correspond to their personality. A “Shy Samurai” found in Naraku, for instance, readily volunteers to explain aspects of that universe, revealing to be much more chatty and gossipy than anyone else. Likewise, the short voice clips played before the dialogue don’t always match what will follow. An indignant “How could this be?!” uttered by a nobleman, for example, is followed by a dialogue that reveals his approval of a political decision: “I hear the Casualries will be permitted to view the execution. In view of the Casualries’ recent misunderstandings regarding the Luxoros… I think this was a wise decision of the Monastery’s part. It will clear the air between us.”
Shin Megami Tensei IV is as ambitious as it is flawed. The scenario presented is fascinating, but the story is padded unnecessarily and eventually finishes with a disjointed ending. The result is a game with wasted potential: it impresses at first but disappoints in the end.
January 21, 2025.
Review originally published in Portuguese on September 22, 2016.
- Developer
- Director
- Writer
- Composer
- Average Length
- Played on