While Shin Megami Tensei has a good understanding of its identity and what it is today, it still found its foundation when the original Devil Summoner: Soul Hackers came out in 1997. The series hadn’t yet landed on the pivotal Press Turn system that Shin Megami Tensei III: Nocturne would bring to the table, something that would inform the design of any future entry. Still, Soul Hackers stood out for its tactile atmosphere, slick cyberpunk setting, and experimental mechanics that retain its originality and uniqueness to this day.
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With this knowledge, the announcement of a sequel nearly 25 years later came as a shock to many fans of the cult classic. In a world where the Devil Summoner spin-off series seemed long forgotten, what form would Soul Hackers take in a world where Persona is more popular than the main series? Unfortunately, the answer is quite disappointing. While Soul Hackers 2 has all the basics of a typical Shin Megami Tensei game, it lacks the tantalizing complexity of previous entries. Opting for a more streamlined and straightforward RPG, which, while readily accessible, struggles to withstand the lofty feats of its predecessors, without getting into its blatant DLC practices.

Soul Hackers 2 is set during a war between the Yatagarasu and the Phantom Society and follows two supernatural beings named Ringo and Figue. Born from a place made up purely of data and information, Ringo and Figue enter the human world to avert a predicted catastrophic event that will end all humanity. They soon encounter Devil Summoners from both Yatagarasu and the Phantom Society who have their own motives for revenge, and the party sets out in search of the web of conspiracies and evil schemes that will eventually lead to the end of the world.
While it’s not a story I’d describe as dull or mundane, it certainly feels more superficial and less nuanced than the original. There aren’t many themes or ideas explored here outside of your typical end of the world schtick, and there was a lot of potential for that, with the likes of Ringo and Figue as sentient AI. It feels like it just serves as a vessel for gameplay, but that stands out in a series with a narrative pedigree like Shin Megami Tensei.

The core cast doesn’t do much to save it either, unfortunately, mostly because they feel so touchy to the main plot. Ringo and Figue are undoubtedly the most interesting wrestlers with the concepts they present as AI in a human world. While the others are quite fleshed out over the 30-40 hour runtime, nothing in particular stayed with me after the credits rolled out. This is partly due to the Soul Matrix, the way these characters are explored. As you explore dungeons unique to each character in the Soul Matrix, you’ll discover key events in their lives that led them to where they are today. The problem is that progress through the Soul Matrix is limited by the progress of the main story, leaving it incoherent and sporadic in nature. There’s no real depth or complexity to the core cast here, which extends to the core gameplay as well.
Shin Megami Tensei is best known for his brutal turn-based combat, where a single mistake can lead to a cascade of effects. What’s typically as triumphant as ball-busting in difficulty is disappointingly toned down here in Soul Hackers 2. At the heart of every SMT game since Nocturne has been the Press Turn system, with each spin-off riffing the idea into some format. introduce something new. Soul Hackers 2 does this in the form of Stacks, where hitting enemy weaknesses will create a Stack. If you have at least one pile at the end of your turn, your demons will perform a Sabbath, a massive attack that increases in power depending on how many piles you have at the end of your turn.

While it is an initially flashy and instantly rewarding twist on the Press Turn system, it grows into thoughtlessly simple and without complexity. It ultimately comes down to getting bonus damage for hitting an enemy’s weakness with little to no strategy as to how to get there. The combat system is also hurt by the lack of punishment for hasty or hasty decision making, with attacks that enemies can withstand, resulting in nothing but lost damage. The main appeal of spotting enemy weaknesses and having clever party lineups is still there, but not nearly as rewarding. It makes for a more accessible SMT experience, but ultimately one that I think many will find bouncing due to its lack of complexity.
The dungeon design is also disappointingly simple, with uninspired and rudimentary puzzles scattered across visually dull hallways. The Soul Matrix is particularly mundane, with environments akin to copy-paste between floors with boss encounters scattered throughout. When you start exploring a dungeon, Ringo sends her recruited demons to scout the area in search of items, money, side quests, and more. While this is a cool idea on paper, it waters down exploration and demon negotiations considerably.

I specifically mention Demon Negotiations because this is also relegated to the scouting system, where demons will propose to join you if you give them something they demand. It cannot be underestimated how much this takes away from the core idea behind recruiting demons. What used to be a system where world building and smart decision making came together to create an incredibly engaging system has now been diluted to a simple yes or no choice that will almost always be a yes from the player, like recruiting a new one demon is much more valuable than anything they ask for.
Outside of exploring and fighting dungeons, you spend your time buying gear, items, and merging your demons to create even stronger demons. Fusion is exactly as you’d expect, encouraging clever use of your demon stash to bolster your party and weakness cover as you progress through the main story. There’s a ton of equipment to customize each character with, which makes for a nice build potential. Nothing feels like a wrong choice as demons can be assigned to party members at will, allowing you to switch roles right away. A special mention has to go to upgrading the demon adding device, the COMP, where you can increase the speed at which you gain stacks, the skill damage and much more.

While Soul Hackers 2 can’t match Persona, this is still a slick RPG from Atlus, especially when compared to other entries. The 3D models of demons are a joy to watch, attack animations are striking and the overall aesthetic of the game, while different from the original, establishes its own identity. The 2D character portraits are equally expressive and detailed, giving interactions between characters an extra bit of personality and life that goes a long way. Performance is also remarkably smooth, making for an overall polished experience whether you choose to play it at 4K or 1440P.

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