Note: Close to a decade ago, I worked for a gaming website called Gamrfeed, sadly the site folded and was absorbed back into it’s parent website VGchartz a long time ago. When I started working at my current job in 2011, I sadly did not have time to continue producing articles on the schedule that was required, so I had to drop it. I was really proud of some of the work I did on there, and do not want it to disappear into the ether as most websites do after a while. I’ve been posting a few of these “rescued articles” recently, especially ones I think still matter or that I’m proud of. Since this article is from early 2011, the references are incredibly out of date, but that should not stand in the way of the information presented.
I wrote this as a commentary on the trend of publishers not releasing what could be considered “niche games” in the US market for a myriad of reasons and basically blaming the fans when asked about it. I was really hot about this issue at the time, as companies like Namco, Konami, Capcom, and pretty much any other Japanese gaming company started this really ugly trend of cancelling games then blaming fans for not doing free PR work or “not being excited enough”. Honestly this seems to have gotten somewhat worse as time has gone by as most “AAA games” have shifted from being “games” and are now almost all open-world monstrosities that are designed to pump money from you. Case and point, this slide from an Ubisoft press conference:
The “Games as a Service” dilemma might be a solid topic for a future article, but without further ado, lets step back into 2011 and see what made me rage out then.
We have been told for years and years now that niche games (which usually mean games from Japan) do not sell in this current market. This has been, on countless occasions, the primary reason for the endless sequels, spin-offs, and clones that we see in place of refreshing new IPs. I have always held the opinion that, if given a fair shot, many of these games could sell very well if marketed well, courted to the press, and handled better than many games are handled. The age old argument seems to be that “weird Japanese games” should never be released over here, as they will fail miserably. Some seem to forget occasions where this was proven to be total bunk, like with the EXTREMELY weird game Katamari Damacy and now an equally bizarre game – Catherine.
If one had to actually explain the premise of Catherine to a non-gamer or the dreaded “casual gamer” I would imagine that the person in question would resemble either a total loon, or somebody on a prohibited substance. In a recent VGchartz review, the plot was laid as as such: “Every night after Vincent leaves the bar he grows horns and enters a nightmare world in which he and some sheep constantly climb a tower of blocks in an attempt to reach the top before the bottom falls out from under them.” For the layman, a premise like this seems destined for the bargain bin amongst copies of Wet and Brink; but that’s the funny thing about Catherine – it’s actually doing well.
After just one week out in the Americas, the game has racked up a total sales of nearly 300,000 units worldwide, and with a reported 200,000 copies released to stores (the largest release Atlus USA has ever enjoyed) I think we can safely see that a game like an erotic action/puzzle game can sell well if handled correctly.
News reports later backed this revelation Catherine had shipped 200k copies”:
“Yesterday, Atlus told IGN that Catherine has been the company’s biggest launch title ever. “[It] has exceeded our highest expectations,” said Tim Pivnicny, VP of Sales and Marketing at Atlus. “It released last week to tremendous critical acclaim and fan response, bolstered by the release of a demo a couple weeks prior, and continues to generate discussion among fans for its mature themes, engrossing subject matter, and frantic, challenging gameplay.”
So how did this happen? How did a game where a man is slowly being turned into a sheep and has to climb a tower do so well? Quick answer – it was marketed correctly.
Let’s face it, Atlus games have a very loyal built in fanbase all over the world, and while some games sort of fizzled out like, Growlanser V, they have had a number of modest hits including the Persona series. The reason that their games do well is a hard question to answer, but I feel that it can be broken down into a quick little formula that they have obviously mastered. First and foremost Atlus USA seems to be one of the only companies in America that sets realistic goals for games. Rather than expecting everything to be a million seller, then getting mad when they have extra stock and nobody buying them, Atlus makes small runs of every game based on predictions from pre-orders. This usually means that their games almost always sell out.
Another thing that Atlus always does well is that they treat any release like an event, like it is something special. Rather than throwing the game to the wolves in such a way that indicates that the parent company really could care less for a quirky foreign game, Atlus does it right. They set realistic goals, run pre-orders, and use viral marketing to build hype. Atlus USA have a good relationship with their fans, and utilize them to help hype games, but not in a way that totally burdens them with it, as a lot of the bigger companies do.
When fans spoke out about Catherine originally not getting released in the U.S., the fans spoke up and it worked. Nobody ever said “you better hype this or we won’t release anything else”, they said “okay here it is”. Now that the fans were happy and willing to help out, it was time to win over the press. Remember all the E3 press the game got, even if the game itself wasn’t being talked about, all patrons of the convention had “Catherine” branded on their lanyards, leaving many to look into the game if they hadn’t done so. Magazines started talking about it, game websites, everybody.
It really shouldn’t be a huge surprise that Catherine is doing well, but many are treating it as such. This is most likely because we live in an era when any game that does not sell millions of units is considered a huge flop. If anything, it is the small publishing houses that get it right in these situations: they don’t try to act like they are as big as EA or Activision, but cater to their more intimate audience. Through Pre-sell bonuses, viral marketing, word-of-mouth, and pure old fasioned sexual innuendo, Atlus seem to have struck gold here. Let’s hope it keeps happening.
End Note: It’s funny to look back on this and see me talk about the “modest hit Persona” considering how huge Persona 5 was last year – despite that Atlus (now owned by Sega) is still great at what they do, and many other Japanese publishers have not changed course – especially Konami because F%$# Konami.
NOTE: I will leave this as spoiler free as possible and describe main themes rather than specific story notes. Be warned, some images will contain spoilers.
A few of you might be wondering where I’ve been hiding this month. I wish I had a great reason that involves international espionage or something, but the truth happens to be that I’ve been spending most of my free time playing a new RPG from Atlus called Persona 5. As of this writing, I just saw the end credits roll and with a tear in my eye I wish that I could play more. Usually a lot of JRPGs (Japanese Role Playing Games) tend to be good for about 25-30 hours, then fetch quest you to a final boss that you don’t care about. My Playthrough of Persona 5 was 110 hours and I didn’t have time to do everything I wanted – I’m not one to immediately re-play a game, but I kind of want to with this one. I actually started to write this review a few weeks ago, but decided to stop in case the game “crapped the bed” at the end like so many do – thankfully that was not the case, and if there was any way to eloquently describe the opposite act I would write that instead.
For those unaware of the series my gushing pertains to, Persona is a long running spin-off of another series called Shin Megami Tensei which dates back to the NES days. If you want to see more info, I did a write-up a while back about how controversial the series was, that sort of shows you some themes and ideas within. SMT or “Megaten” games tend to be pretty hardcore, and for a while Persona has existed as a more casual friendly entry into the series, full of anime tropes and cut-scenes. As this series has matured, the staff has shifted the balance around a bit until they finally hit the sweet spot. I’m honestly leaning towards a “student surpassing the teacher” moment, and I think Persona 5 has been my favorite SMT game ever made.
So, what makes this game so good? Does the near unanimous praise this game has garnered from review sites come from anywhere or is this just weebs hyping something? The answer is – Persona 5 is a near perfect classic turn-based Japanese RPG – a genre that everyone has been abandoning due to age and lack of innovation. And while many former genre-mates like Final Fantasy have gone to action-RPG land, Atlus has doubled down and it paid off. At the game’s core are two gameplay features that define the series – demon negotiating and the press-turn battle system.
Demon negotiations are what led some to call this series “goth Pokémon”, but in truth Megami Tensei, the first game in this series, was released nearly a decade before Pikachu was a glimmer in anyone’s mind. So yeah, you do go around capturing monsters to force into battles, but it’s a bit different here, as these creatures (from gods to toilet demons) act as a way for the characters to use magic and strengthen attacks rather than actually throwing down. The concept here is that these creatures, called Persona, are shards of the mind of the psyche of the characters and embracing their power will lead the characters to self-discovery, and in this case, stand up for themselves. I’ll talk more about this later, once I finish up this thought.
The Press-turn battle system is perhaps one of my favorite RPG battle systems, as it forces you to think about strategy rather than plowing throw every encounter doing the same attacks. Basically, one attack is allotted per character deployed in battle. How you use these opportunities is crucial to your chance at winning the fight. By executing an attack (physical, magical, or using an item) one press turn will be used up. To make things more interesting, is the fact that you can lose and gain turns in a few ways. If an attack hits the enemies weak point or triggers a critical hit, you will gain a press turn (essentially an extra attack when all is said and done). Thus, making enemy exploitation and knowledge of your foes a primary factor in winning the battle. Be aware though that enemies can do the very same things to you. Therefore, if you are unprepared and caught off guard, even a much lower level group of enemies can defeat you quickly in a string of critical strikes. This exact situation happened to me in a few of these games, most notably SMT: Nocturne, where the game would constantly put you in situations where battles seemed almost impossible to win sometimes.
Now a great battle system can make or break a game, but the story is where it really counts right? Yes – and with this game the story was nearly flawless for me. I’m a sucker for anything related to western esotericism and Gnosticism, and this game is basically a media representation of many of the books and podcasts I like to study in my free time. For me, playing this game is almost like having the feeling of an epiphany the entire time which is a feeling I rarely have with games. In the past, The Persona games have been about the idea of secret inner beings that we force out of our mind. This concept is taken nearly directly from the pages of Swiss Philosopher and Psychiatrist Carl Gustav Jung. When writing about his concept of a persona, Jung explained that many lack a persona –
“The alternative is to endure living with the absence of the persona—and for Jung “the man with no persona… is blind to the reality of the world, which for him has merely the value of an amusing or fantastic playground. […] Those trapped at such a stage remain “blind to the world, hopeless dreamers… spectral Cassandras dreaded for their tactlessness, eternally misunderstood.”
Then, there was the concept of recovery of these personas:
“Recovery, the aim of individuation, is not only achieved by work on the inside figures but also, as conditio sine qua non, by a readaptation in outer life—including the recreation of a new and more viable persona. To develop a stronger persona… might feel inauthentic, like learning to “play a role”… but if one cannot perform a social role then one will suffer. Thus, one goal for individuation is for people to develop a more realistic, flexible persona that helps them navigate in society but does not collide with nor hide their true self. Eventually, in the best case, the persona is appropriate and tasteful, a true reflection of our inner individuality and our outward sense of self.”
Within these few paragraphs lies the entire theme of this game – people are mere husks until they embrace a persona, nurture it through social interactions, and evolve it to better oneself.
On top of this, Persona 5 is about bad people doing bad things, and good people feeling hopeless about it. The problem is, genuinely evil people doing genuinely evil things are commonplace in our world. This might be as small as somebody cheating on their spouse or a policeman taking bribes all the way up to mass murder. For the most part, few have the courage or intention to go against this, since that is what our society has conformed to. We do many things to uphold collectivism, and feel that order brings “the greater good”. We listen to people in authority because we’re afraid that going against it will change our lives for the worse, no matter how much we disagree with them. If someone hides their bad intentions behind the media’s manipulation and lies, we believe it, because that’s all that we’re able to see. Without going into a political rant here, this game is very true to our current times.
Persona 5 is also about breaking free from those conventions, standing up for what’s right and basically throwing a big middle finger up to “the greater good”. In the game, our rag tag group of heroes assemble to help people that don’t have the power or courage to help themselves. They are all social outcasts in their own ways – a pair of juvenile delinquents, a foreigner judged for her looks, a stoic class president, a daughter of a powerful man, an artist seen as “eccentric” and even a person that shuts themselves away from the outside world. It would be easy for any of these characters to turn into bitter horrible people, but they don’t because they still have hope. Hope that humanity can turn away from evil.
Easily, one of the most fulfilling parts of this game – and the reason it made me emotional more than a couple of times was the way it handles relationships between characters, and even NPCs. This isn’t a new thing for persona, as all of the games since Persona 3 have had a “Social Link” system in place wherein one gets stronger as they nurture friendships between characters. in most games, interactions with NPCs are a few bland moments of time filling exposition and that’s it – here one can easily fall in love with even the simplest characters. Aside from dealing with your own problems, the main protagonist becomes friends and helps a slew of other people, all similarly down on their luck and wanting to give up. One example is a back-alley Doctor that ultimately supplies the party with medicines and other goods, Early in the game you discover that she has a troubling past and has basically given up on all of her dreams. and only after you push her to be her best, does she finally accept her faults and move forward with her life. and that’s only one of many characters you interact with
These interactions are not mandatory, as the game allows the player the ability to choose how to progress the game. with a limited number of things that can be done in any given day, as well as the need to place some needs above others, means that some friendships will not be as fulfilling as others – much as with real life. It seems that at any given time, you know you really need to level a character up, but tests are starting soon and you better study! And what’s that 6 other people want to hang out! Socializing in the world of Persona can be just as hard as in the real world it seems.
I promised that I wouldn’t go too far into spoiler territory, so I better leave it there. I would say this this is easily one of the best RPGs, scratch that, GAMES that I’ve played in the last decade. when most RPGs roll down a checklist of boring cliches, the Persona series continues to break new ground and re-invent itself each time. If you are looking for something different to play, and are willing to stick with a game that could clock in over 100 hours, you won’t find any more fulfilling game that came out all year. Here’s hoping that an inevitable “sequel” spinoff game comes out soon so I can hang with these characters again, and here’s hoping we don’t have to wait eight years for Persona 6!
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NOTE: A version of this article was originally posted on a now-defunct gaming website that I previously worked for. Some of the references might be a bit dated. Rather than have something I worked hard on disappear from the internet, I have decided to post it on here.
Remember the HUGE controversy that Grand Theft Auto: San Andreas spawned a few years ago? Despite the “Hot Coffee Mod” being only unlockable by way of a cheating device, many an anti-videogame lobbyist threw up an amazing fuss over the game citing it as the downfall of our civilization amongst other things. Let’s face it, was all the fuss really worth it? Only a few folks could even access the section, so was it really that bad? What about all of the controversy that has recently started up for the new iteration of the Medal of Honor franchise? Being able to play as the Taliban has opened a can of worms that many folks are drawing battle fines for. It’s okay to fight against Nazis and Viet Kong though, as they are old news.
Both examples make me chuckle, as there are tons of games out there with far more objectionable content that would make these people freak out like crazy if they only knew about them. Hell, if you look at a game like Pokémon just right, one could argue that it is simply an animal fighting simulator, and in this post-Michael Vick world, that’s the last thing kid’s need (sarcasm). Another example is the growing H-games category, including awful games that depict things such as rape of digital characters. These are even sold in the U.S. generally by digital distribution, and nobody bats an eyelash.
The main subject of this article is another game series; one that would outrage many folks if it weren’t for that fact that these people that get on anti gaming bandwagons do no research and only get mad about what is popular. Part of me sort of hopes at least one stuffy suit in an offiece finds out about the series so it gets more popular. Called “Megaten” for short by many of its fans, the Shin Megami Tensei games have been alive and kicking since the Famicom (NES) days way back in the late eighties. Many do not know this, as the series was completely unheard of in the west until Persona, a spin-off game for the PlayStation rolled stateside with heavy edits in place. But why was this the case? Why was this game series seen as “un-releasbale” for so long? and why is the game more controversial than most other games out there? I have listed a few, but not all, reasons that I feel truly illustrate this point.
Way to go guys….
Anti-Government / Anti-Authority Overtones
One of the first factors that I would like to bring up, as to why this series used to be quite sensitive and still would anger pundits and folks like Tipper Gore, is it’s general consistency in the “authority is bad” department. Games and movies alike have been lumped together in the assumption that all they do is create juvenile delinquents. The cornerstone of this belief, especially games like GTA, is that they promote a lack of family values, starting with a lack of respect for elders. This scenario pops up in just about all Megaten games.
Let’s face it, if a demon invasion were to happen in your town, the local government would probably come across as jerks trying to handle it. Martial law, food rations, curfews and other inconveniences would surely occur. Problem is that in most games where this happens there is an ulterior motive for this, one that does not involve the well being of the people.
This exact scenario happens in the Nintendo DS game Shin Megami Tensei: Devil Survivor. An outbreak of demons causes the Japanese Self Defense Force to seal in Tokyo keeping anything from entering or leaving the city. The main characters find out by way of a computer program acting as a “Death Clock” that everyone there is to die in exactly one week. The assumption is that the SDF is going to nuke Tokyo wiping the infestation off the map. The main characters fear the worst, as SDF soldiers are realized as anonymous inhuman soldiers within the game. This sentiment is made worse by the fact that many times within the game, soldiers and government officials stand by while all manner of atrocity occurs, letting religious cults seem the ones to trust in the situation.
Many games in the main series revolve around a post-apocalyptic backdrop for all the demon wrangling. This is usually caused by a total mismanagement of a small situation by a few world powers, and BOOM, end of the world. If the government wasn’t the cause of the calamity, they usually stand benign and allow all kinds of bad stuff to happen.
Another spinoff of the series, Persona, shows how corrupt and untrustworthy the governments can be in these games. For Example, one of the main antagonists of the game is a huge multi-national company called SEBEC. These guys specialize in looking like any other electrical company from the outside, but actually exist as some kind of militarized pseudo government that rises up to control the world once all hell breaks loose. Pretty soon you are fighting SEBEC agents and soldiers along with the popular demon characters.
Don’t you hate when you forget to wear pants?
Gore and Sexual Imagery, Especially in Spinoff Material
Most anime and Manga fans are pretty lucky to have adaptations of or spinoff material from their favorite videogames, as these items can be a huge marketing push for the company producing the game. This success has been seen with Final Fantasy VII and its spinoff materials including the widely popular Advent Children movie. The Megaten series is no stranger to this as there have been a number of anime and manga publications out there for years. Problem is that most of these go overboard with the “adult” tone. While a lot of the Megaten games are full of dark imagery, they never really cross the line into the pornographic side of gore, nudity, cursing, and other hallmarks of mature media. This hasn’t stopped the writers of these movies and books from making their stuff basically all pornographic.
One example of this that immediately comes to my mind is the near ancient OVA (Original Video Animation or Direct to Video) movie Digital Devil Saga: Megami Tensei. The movie came out right as the game series began to be somewhat popular, but is actually based on the original novel that the game originated from. What follows is 45 minutes of gratuitous nudity, tentacle …..uh….situations, and gore. By the end of the movie you end up pretty desensitized to what is happening and you very well could fall asleep, that’s what I did at least. There are a lot of goofy situations like the main character creating a virtual reality version of his teacher in order for a demon named Loki to have sex with in the virtual realm. As you can see, pretty off-base stuff.
A lot of the manga is equally off-base including the sole Western released manga (as far as I know) Kahn, which takes place storyline-wise after an obscure spin-off game made many years ago. Much like the later Persona games, the action takes place entirely in a school that gets infested with demons. On any given page the reader is blessed with beheaded students, blood sprays and even a lesbian girl-on-demon girl sex scene. I totally remember that in the games! (oh wait…) All joking aside it seems that anyone who wants to shell out some extra cash on some Megaten side stories will have to watch out, as your basically buying porn. Bloody weird porn with demon sex in it.
The games themselves are still fairly violent and risqué, but are a lot more subtle about it. One of the more “out in the open” things found in some of the games are the designs for some of the demons themselves. Had this series been released in any other decade there would be many a digital bikini getting drawn onto pixilated characters as there are some pretty scandalous things in the game, such as:
and…no comment on the next one:
Skewed Religious Overtones
Much like how western folks get random kanji tattooed on themselves that are supposed to mean “strength” but actually says “Kitchen”, the Japanese have always been fascinated with western religious imagery and mythology, especially for works of fiction, and slightly mis-used them. If you are an anime fan and have seen a show called Neon Genesis Evangelion, you know exactly what I’m talking about in this regard.
This topic is actually one of the more controversial aspects of this series, and help lead to the games being dubbed “un-releasable” back in the good old days due to heavy censorship. On the surface the Megaten games take the age old RPG cliché of “the bad guy is an evil religion / deity / priest etc.” motif and attaches actual religions to it. Instead of a fictitious god with a generic name like “the nature spirit” we have YHVH. “YHVH?” “What does that mean?” YHVH, which is also called the tetragrammaton, is the actual perceived “name” for what many of us call God. This acronym can also have syllables added to it to read as Yahweh or Jehovah depending on what religion you come from.
In the game Shin Megami Tensei II YHVH is the main bad guy, a point that would utterly anger most religious types. His motivations in the game are that the world has become so unreasonably bad that he has decided to destroy it and begin anew. This leads to a difficult choice for the gamer: does one listen to their God who wants to destroy the earth, fight against him and join with Satan, or decide that their all idiots and do your own thing. Not only does this fly in the face in just about every Christian concept there is, but it promotes anti-authoritarian values to the highest degree. Did I mention that the main character in Shin Megami Tensei II is the Messiah? Yeah talk about daddy issues!
The “real ending” of this game is one where you chose to kill God himself, to which he gives a speech along the lines of “As long as humanity is too weak to look for their own answers, their weakness will create a belief in me that brings me back to life again and again and again! MWAHAHAAHAAAAAAAAAAAAAA!”. You walk outside and Satan himself is there acting all cool like the Fonze saying “hey man, good job!”
Don’t take my word for it: Here is a bit of one of the endings of Shin Megami Tensei II for reference –
The religious imagery does not end there, as you fight enemies such as a crucified man who looks to be of the Jesus persuasion, bondage clad sado-masochistic angels, demons named after archangels and saints and so on. It would be a safe bet that if the wrong person witnessed various parts of these games, there would be a crap-storm. The Jesus thing is a big problem as labeling a fictitious character as the “messiah” or a reincarnation of Jesus pretty much makes everyone angry. This is especially true when you have a character in a game that looks exactly like the Western depiction of Jesus that is evil and is a false messiah like Takaya in Persona 3.
The problem with this is that anytime one makes a reference to an actual deity in a game, TV show, or movie that doesn’t paint it exactly in the best regard, the followers of said church are probably going to get mad. Two examples of this that I can think of off the top of my head are the Danish Cartoon debacle and the protests over the popular Kevin Smith movie Dogma. Both situations ended up garnering death threats and angry mobs, and in the case of the cartoons, promised violence. Imagine if you will, those folks finding out about these games!
Kids handling guns
After the Columbine tragedy, depictions of school children doing any harm to each other (or themselves for that matter) are generally frowned upon in the U.S. and much of the western world. Why else would a ten year old movie such as Battle Royale never get released legitimately here despite honors, awards, and wide appeal? It’s because most folks are scared that they will get blamed when the next series of schoolyard violence opens up. Color me surprised when the trailer for Persona 3 opened up and showed what looked to be a group of kids shooting themselves in the head with small caliber pistols. “surely they’ll edit that out” I said, remembering the unnecessary edits done to previous Persona games. These were edits that went so far as to change people’s Races or remove entire chunks of storyline. It’s a different era I guess, because said guns are definitely in the game.
The following is a small list of “hot button issues” that any Megaten game tries to push the envelope on, but weren’t big enough for their own section.
Occultism – The series is full of depictions of Satanic, pagan, and other rituals including sacrifices, blood orgies, and other items that would make many frown upon the game.
Anti-Semitism – The main storyline of the first half of Persona 2 revolves around a clan of Neo-Nazis trying to resurrect Hitler to take over the world. They succeed and you have to fight Hitler. This would get the game outright banned in some countries such as Germany.
Cannibalism- In the game Digital Devil Saga the main characters are all demons, and gain powers from other demons by way of eating them. When Serph and company devour other demons, they gain magic points, but only if this attack actually kills the demon in question.
Homosexuality – Rather than dancing around the issue of homosexuality in games, (much like the character Birdo in the Mario series) The Megaten games have always presented it in an honest adult manner. Usually there is a random character in the game that turns out to be a cross-dresser or openly gay. Take for instance Kanji Tatsumi in persona 4, and his problems with his own sexuality and it’s perceived “un-manliness” (yeah that’s a word now).
So there you have it, the most controversial game series out there should be the Megaten series, yet a very small amount of folks have actually played it. I bet by reading this at least one reader has become shocked and outraged about the series, which is my intention. If we are to believe that “controversy sells”, what better way to promote a game that I enjoy than to use it to anger “stuffy” folks. All kidding aside, most themes in these games make GTA look tame by comparison due to the tone it uses. Other games revel in the immaturity of the gore, sex, and drugs they use, yet the Megaten series does it in an intelligent adult manner.
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