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Found 21 results

  1. Developer: Atlus Publisher: Atlus Platform: 3DS Release Date: April 16, 2013 ESRB: M for Mature With its focus towards mature storytelling and mythological themes, the Megami Tensei series, and especially its wealth of spin-offs, has been winning the hearts of many RPG fans in recent years. The more recent Megami Tensei (also abbreviated as Megaten or SMT) spin-off titles include the highly-regarded Persona 3/4 and even my personal favorite game of last year, Devil Survivor 2. For individuals like myself who like to revisit older titles, it is a relief to see Atlus finally bring over the 1997 Sega Saturn classic and Megaten spin-off, Soul Hackers, to the 3DS. Nintendo's 3D handheld is no stranger to first person dungeon-crawler RPGs, especially given Atlus's most recent critical-darling Etrian Odyssey IV: Legends of the Titan or XSEED's and FuRyu's slightly more divisive Unchained Blades. Soul Hackers serves as another, albeit more old-school addition to 3DS's dungeon-crawler RPG library and is something of a cult classic among the more traditional SMT fans. With an unapologetic old-school approach to gameplay and a couple of new additions, it's remarkable how well its RPG code holds up nowadays. The game starts off in a cyber metropolis of Amami City where the player takes the role of a fellow member of the elite hacker group: The Spookies. Spooky, the group's leader, unveils a mysterious 'gun-type PC', or affectionately named GUMP, to the rest of the group which he came across unexpectedly. After dabbling with and experiencing several life threatening scenarios within "Paradigm X", a huge online virtual reality space, the main character somehow inadvertently finds out how to unlock and possibly use the GUMP. Of course, without knowing the consequences of what would happen by unlocking it, the GUMP releases a demon by the name of Nemissa. She decides to possess the main character's female friend, Hitomi, while trying to take over her body entirely, and in the process also somehow gives her a polarity-swapping hairstyle too. Despite the goofy sounding initial setup, the storytelling is a fair bit more fleshed-out compared to other old-school SMT titles, even if that isn't saying too much. It also focuses on its characters more than traditional SMT games, though nowhere near the scale of certain spin-offs like Persona 3 and 4. Still, the members of Spookies, colorful villain figures, and the eccentric Nemissa will certainly leave an impression as the narrative plays out. Admittedly, Soul Hackers' setting and ideology will definitely seem like a somewhat campy take on Sci-Fi nowadays due to its late '90s approach to cyberpunk with a Megaten mythology quirk. However, the game definitely has a certain unusual charm to its setting and intrigue in its darker moments when it emphasizes the negative edge of modern day technology and escapism. As a whole, despite being noticeably dated for its setting, the storytelling still manages to be interesting even now. In traditional old school SMT flair, traversal is divided between a simple overworld map and individual areas, like dungeons or towns, in the first person perspective. I admit, I'm not usually enamored by dungeon-crawlers or their modern throwback incantations. That said, after plenty of lengthy play sessions, I was able to understand the addictive qualities that come with these sorts of titles. Also, unlike my experience with the original Persona, Soul Hackers has aged rather well if you can get past its dated presentation. In terms of challenge, the title is nowhere near as intimidating as the DS' SMT title, Strange Journey, with conveniences in the form of GUMP installs (making negotiations, demon fusions, and traversing dungeons in general easier) or the 3DS specific 'hacks' which enable the ability to manipulate the base difficulty in various ways. There are also useful mapping features to help navigate dungeons and a nifty Streetpass feature to get new demons. Still, Soul Hackers is certainly a challenging game by today's standards, and like most dungeon-crawlers there is a certain level of grinding required. SMT trademarks, like demon negotiations and demon fusion, help solidify the structure of the game's core. Demon negotiations have the players attempt to coerce demons into joining the party or giving them items. These conversations can oftentimes be pretty entertaining due to their various humorous quips, even if they can feel rather random at times in their responses. Also, it wouldn't be a SMT title without some variation of demon fusion, where players can combine two or more demons to get new and oftentimes more powerful ones. Fusion is still an engaging system despite how Soul Hackers utilizes a fifteen years less refined version of it, and is a bit more limited than more modern SMT titles when it comes to transferring skills. If there are parts I don't think that hold up at all nowadays, it is in regards to the demon loyalty as well as the MAG mechanic. Demons have certain personality traits when they join their party. If you don't cater to these personality traits, in giving them specific orders, or none at all, they run the risk of never following directions or leaving the party for good. This certainly can be rather annoying in difficult battles, like bosses, if they aren't willing to do commands you want to specifically assign. Also making a return is the restrictive demon summoning mechanic of MAG, or Magnetite, which fans of Shin Megami Tensei 1/2 or Strange Journey should recognize. MAG is required to summon demons and it depletes depending on how many you have summoned at one time, as well as each step you take in a dungeon. If you don't have any MAG, you can't summon demons as allies, and demons get hurt each step you take without it. This brings the player to two early conclusions: fight every battle to barely cover the cost, or have a smaller party to minimize it. For a genre that is ingrained in difficulty and the ability to easily get lost in similar looking corridors, I find MAG to be poorly implemented and needlessly annoying to deal with by today's standards. However, I do somewhat understand its place in this game in particular, since you can exchange MAG for money, but that doesn't make it any less restrictive. When it comes to visual design, Soul Hackers is undeniably dated. It's understandable for a fifteen year old dungeon-crawler, and in some ways adds to its charm, but it is something to point out nonetheless. Though, surprisingly, because of the simple visual nature of the game, I find it to be one of the few games on 3DS I don't mind playing in 3D. On the audio side, there is a surprising amount of voice work in the main story, and most of the voice actors do a solid delivery throughout. To somewhat contrast the solid voice work, the soundtrack is not so great. It's certainly not bad, but out of Shoji Meguro's older works, it definitely does not stack up. Most of the tracks, aside from certain hub themes I like, are forgettable synthesized pieces. Overall, Soul Hackers holds up rather well today for a fifteen-year-old dungeon-crawler. The setting and characters have their intrigue, and dungeon-crawling as well as demon fusion can be engaging. However, it's hard to not think of the possible advancements to the game's design, despite having some newer conveniences ironed out for the 3DS specifically, since there are some annoyances. The demon loyalty and MAG mechanics are annoying to deal with, and its presentation certainly doesn't stand up particularly well with modern games. Still, for those who don't mind an old-school approach to RPGs, Soul Hackers is mostly enjoyable where it counts, and is a real, classic gem among the dungeon-crawling genre. Pros: + Interesting storytelling and characters + Engaging dungeon-crawling and demon fusion + Appreciated 3DS interface and difficulty conveniences + Solid voice acting Cons: - Fairly dated presentation - Restrictive MAG and demon loyalty mechanics - So-so soundtrack Overall Score: 7.0 (out of 10) Good For those who don't mind some old-school dungeon-crawling RPG flair, Soul Hackers is a charming throwback and a gem for its time.
  2. If you like RPGs, chances are you already have Fire Emblem: Awakening and you're getting Shin Megami Tensei IV as soon as it releases on July 16th. There's some good news for you then! If you register both Fire Emblem: Awakening and Shin Megami Tensei IV on Club Nintendo by August 31st, then you'll qualify for $30 in Nintendo eShop credit. If you've already registered Fire Emblem: Awakening, then all you'll need to do is register Shin Megami Tensei IV. Be sure to link your Club Nintendo account with your 3DS if you're planning on buying either game digitally through the eShop. What will you use your free $30 credit for?
  3. barrel

    soul hackers 7

    From the album: Soul Hackers

    © http://image.gamespotcdn.net

  4. From the album: Soul Hackers

    © http://image.gamespotcdn.net

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    From the album: Soul Hackers

    © http://image.gamespotcdn.net

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    From the album: Soul Hackers

    © http://image.gamespotcdn.net

  7. From the album: Soul Hackers

    © http://image.gamespotcdn.net

  8. If there's one thing Atlus does right it's that the developer/publisher is more than happy to shower their fans with extra stuff. Oftentimes, these aren't even pegged special editions and instead just come with the first print run of any particular game. Shin Megami Tensei IV on 3DS is getting this first print run treatment as well. Those who buy the game early enough are likely to nab this special version. For the same price, you'll get the game, a strategy and design book, Shin Megami Tensei music collection CD, and a special slipcase for everything. The book is meaty at over 150 pages but is just the start of a larger strategy guide (probably available simultaneously for purchase). As for the CD, it's a sampling of music throughout the Shin Megami Tensei series and not just this game particularly. With that said, Shin Megami Tensei IV is looking more and more like a day one purchase for anyone interested in the world of SMT. The game will be out on July 16th so 3DS owners should mark their calendars!
  9. Marcus Estrada

    Shin Megami Tensei IV Arrives in Summer

    Shin Megami Tensei fans have it rough. Their series is absolutely filled with spinoffs, many of which as popular if not more so than their base properties. The Shin Megami Tensei wing of things initially began on Super Famicom with the release of the first two games. While the second game arrived in 1994, it took all the way until 2003 for the release of Shin Megami Tensei (III): Nocturne. It has been another long wait until Shin Megami Tensei IV. Thankfully, the wait is almost over as Shin Megami Tensei IV now has a release window. Atlus finally stated the highly-anticipated title will be out this Summer. It is also a 3DS exclusive and going to cost $50 at retail. Being on the 3DS, there are going to be 3D dungeons, SpotPass integration, and voiced dialogue. President of Index Digital Media, Naoto Hiroka, hyped up the game thus: "The return of the legendary Shin Megami Tensei series is one of the biggest milestones yet for ATLUS and the 3DS. Since this is the first title from the original SMT series in a decade, we tapped the best developers from many of ATLUS' acclaimed projects including Nocturne, Strange Journey, Persona, and Soul Hackers to create a premium experience that lives up to our fans' and our own expectations." Are you excited for Shin Megami Tensei IV?
  10. Most likely in an effort to hype up the release of Shin Megami Tensei: Devil Summoner - Soul Hackers for the 3DS (which comes out on April 16th), it looks like Atlus will be reprinting Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. the Soulless Army and Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs King Abaddon for the PlayStation 2. Both of these games have been steadily becoming rare and more expensive on eBay and the like. Copies of either could easily go for over $60, so this reprint with the games having a suggested retail price of $30 is a godsend for fans that still have yet to play them. Unfortunately, the special edition bundle for Devil Summoner 2 that came with the very cute Raiho plush will not be among the reprints. Sorry! Will you be buying either of these games now that they're much cheaper?
  11. http://www.siliconera.com/2013/03/02/report-devil-survivor-2-break-code-announced-has-new-story-content/ I've been finding lots of random little things today. Atlus annouced--you guessed it--a revamped version of Devil Survivor 2 for the 3DS, which supposedly adds more characters and story elements to last year's DS game. I mean... with all the remakes and ports Atlus has been doing for the MegaTen series, we all saw this coming, right? No English release date yet, but I'll be more surprised if it doesn't come Stateside sometime. At least I can keep the original DS2 nice and sealed, since my only collection streak requires me to get ALL MegaTen games. What does everyone else think of this new port?
  12. Yesterday, Atlus USA had a gift for fans. Those who are hungry to play any and all games with "Shin Megami Tensei" in the title have already known that Shin Megami Tensei: Devil Summoner: Soul Hackers was coming, but were given a new trailer to fawn over. The story trailer will probably do the most good for fans who were attracted to the game before even knowing what it's about. Basically, there are a group of hackers who obtain a strange new PC which serves as the launching off point for a whole host of new problems. The trailer also happens to show off some voice acting that should be familiar to those who have played other Atlus titles. Also shown are the points where the game has clearly been upgraded from its Sega Saturn roots, such as newly animated cutscenes. Incredibly, enemy battles actually maintain almost the exact same aesthetic as the original, just with smoothed-out UI. Devil Summoner: Soul Hackers will be out on 3DS on April 16th. Give the Soul Hackers trailer a look for yourself:
  13. Atlus is no stranger to including extra items for those who pre-order (or pick up the first run) of their games. As such, it shouldn't come as much of a surprise to see they're doing so with Devil Summoner: Soul Hackers. Regardless, here's the news to keep Atlus fans in the loop! The official game site has been updated with the announcement. Pre-ordering the game from specific retailers will net you the Arranged Soundtrack disc packaged with the game. The U.S. retailers offering said promotion are GameStop and Amazon. Which tracks are on this CD? There are only six, but they are the six top songs that were chosen by Japanese fans. What is Devil Summoner: Soul Hackers? The game originated back in the 90s for PlayStation and Saturn. It was a part of the Megami Tensei world and was a futuristic sort of RPG. Back then, the game never saw release outside of Japan, which is why it is so exciting to see the remake available to us. Devil Summoner: Soul Hackers launches on April 16th. Will you be picking up Devil Summoner: Soul Hackers?
  14. A whole lot went down during today's Nintendo Direct. The next iterations of popular games such as Mario Kart and Zelda were announced, but that wasn't all. Other interesting announcements peppered the show such as a Wind Waker HD version and, out of nowhere, a game called Shin Megami Tensei X Fire Emblem for Wii U. Unfortunately, the name is nearly all we know about it so far. It is part of Nintendo's new strategy of working with other developers to help produce more game projects at once. What is shown in the teaser trailer is art for various characters of both respective series. Shin Megami Tensei X Fire Emblem definitely is a mashup of some sort which is relying on fans to be excited by seeing characters they know. Will it be a strategy RPG? Will it be a turn-based JRPG? What about a fighting game? All actual details about this game, aside from its existence, will be shared at a later date.
  15. Atlus“ success with the Shin Megami Tensei series and its various spin-offs led to the proliferation of a series of ports and remakes, but many of these rarely find themselves localized in English markets. Fortunately, the company“s success with its Persona series in English markets certainly played a role in the organization“s decision to extend the reach of other titles outside of Japan. Atlus announced earlier this year that a Japanese 3DS port for Devil Summoner: Soul Hackers was in the works, but its status as a western-bound title remained unknown. Soul Hackers, despite seeing an enhanced Playstation One version, was never officially released in North America. Soul Hackers is now scheduled to make its English debut in the Spring of 2013, approximately 15 years since the game's initial Sega Saturn release. Do you intend on purchasing Shin Megami Tensei: Soul Hackers on the 3DS?
  16. Heads up, Persona 4 fans! The Atlus Faithful newsletter has just revealed a special edition for the upcoming Persona 4: Golden for Vita. Dubbed the "Persona 4: Golden Solid Gold Premium Edition", this special edition of the JRPG holds a bevvy of goodies. The game, obviously A P4G-styled Hori hard pouch for storing your Vita system and games A P4G-styled Hori face cover for protecting your Vita A P4G-styled protective skin for your Vita (also includes 8 matching character wallpapers) Sheets of stickers that feature Persona 4 characters All of this comes in a big box and will be retailing for $70. Atlus also claims that this premium edition will be extremely limited with only 10,000 units being made. The premium and standard editions of Persona 4: Golden (the latter of which will be retailing for $40) will be available in stores on November 20th. What do you think about the Persona 4: Golden Solid Gold Premium Edition?
  17. Number 905

    Review: Persona 4 Arena

    Developer: Arc System Works Publisher: Atlus Platform: 360, PS3 Release Date: Out Now ESRB: T for Teen This review is based on the Xbox 360 version of the game The fighting genre has undoubtedly had its share of bizarre titles. From superhero smackdowns to anime altercations to mascot melees, there“s a style for everyone. Arc System Works is exploring new territory with an RPG rumbler that“s part fighter, part visual novel. Persona 4 Arena takes the story and style of Atlus“s series into the ring, facing the daunting challenge of appealing to Persona fans and fighting fans. Contending with the oversaturated fighting market and a jarring genre shift, will this title end up down for the count? Arena is a 2D sprite-based battler with an anime style. The sprites and artwork are beautiful and capture the style of the last two Persona games. The soundtrack is a crowd pleaser for fans, with original tracks and remixes from Persona 3 and 4, as well as some original tracks. Voice acting is also well-done, with English and Japanese options for the whole cast. Though newcomers will find nothing wrong with the voices, Persona veterans may have issues, as some voice actors from Persona 4 did not reprise their role and Yu“s voice is too similar to another character“s. That said, the cast did a great job, but there“s just no cure for fanboy/girlism. Fans of the series are mostly going to want Arena for the story. The plot takes place two months after Persona 4, reuniting the main cast in a case to find their missing friends and discover the truth behind the P-1 Grand Prix fighting tournament. At the same time, characters from Persona 3 are on their own mission to retrieve a stolen anti-Shadow weapon. The same themes present in those games are also in Arena and they can be cliched and hokey, especially to outsiders. Like in the games, the main draw is the interactions between characters. Considerately, none of the key plot points of either game are spoiled, only the general premises are explained. What you need to know about the world is explained, but room is left for surprises should you want to play the main series. While the arcade mode tells a sparse version, the story mode offers a much meatier offering, clocking in at over 20 hours. Split into 12 characters, it is presented in a visual novel style broken up by several fights, with characters voicing their lines. Unlike most visual novels, there are few choices and only a couple multiple endings. Many of the stories are different variations of the same event, but the general plot is strong and serves as a solid foundation for another game. It“s worth noting that Labrys“s story is surprisingly well done for a character exclusive to a fighting game and is easily my favorite. Despite the strong story, shifting to the fighting genre may be a turnoff for some. Luckily, Arena is accessible to everyone. For starters, multiple difficulty settings and lack of overpowered bosses make the story mode manageable for anyone. Secondly, the game only uses four buttons and is extremely controller friendly. Nearly every move in the game is a variation of quarter-circle (down-to-forwards or down-to-back) movements. Finally, the auto combo system gives each character a basic combo string by repeatedly pressing a single button. With basic movement and blocking, it“s a powerful tool that can easily get someone through story mode. Although friendly to newcomers, Persona 4 Arena doesn“t lacks depth. While the control breakdown seems simple, with A being a weak attack and the auto combo system, B being a strong attack, and C and D being weak and strong Persona attacks, the amount of moves available is large thanks to the differences in weak and strong attacks. Some differences are just in power, but other moves can have their whole utility changed between the weak and strong versions. For example, using the weak version of Yu“s Zio produces a projectile and the strong version is a close-quarters punch. The SP gauge allows you to power up regular attacks, perform special attacks and instant kills, use a one more cancel to stop a move“s animation, and execute a guard cancel to launch a counterattack. There“s also the burst gauge, which allows you to unleash a max burst to fill your SP, a reversal burst to knockback an enemy, or a one more burst to send your opponent into the air for another combo. In addition to these meters, some characters also have their own mechanics, such as Naoto“s fate counter and Aigis“s Orgia Mode. Characters have universal inputs to perform sweep attacks and furious actions, counter or Shoryuken moves that have invincibility to get out of tough situations. All-out attacks are available to launch the opponent into the air or away from you. There are also status ailments, as well as the possibility of getting your Persona broken if it“s hit too much. Overall, it“s a fun system with a lot of depth that can appeal to everyone. If that breakdown isn“t enough to convince you that this isn“t “baby“s first fighter,†a look at the challenge mode is in order. Offering a total of 390 challenges, 30 for each character, they start simple by teaching moves and the character“s auto combo string, but quickly evolve into complex combos. The mode is robust, allowing you to see the AI perform the combo so you can get an idea of what timing and positioning you need and also highlights what part of the combo you aren“t hitting so that you know what link to focus on. Persona fans may be drawn in by the story, but fighting fans will be pleased by the competitive offerings. There is local versus with the ability to play against friends or the AI, but the online mode is the main event. Both ranked and player match options are available. Player matches offer multiple settings, with the ability to create lobbies for up to 8 people, two combatants and up to 6 spectators, and options to set who advances after a match and how many matches a person can stay in. Those looking to show off their skills will want ranked matches. While your main ranking is determined through a letter grade, you also have stats and a player skill rating for each character, allowing for an interesting progression system. The most notable aspect to ranked matches is that you pick your character before being matched up, meaning that there“s no possibility of counter picks and you“re forced to get used to matchups you might not normally encounter. Even if the mechanics are solid, any online mode is only as strong as its netcode. Fortunately, Persona 4 Arena“s netcode is a true champion. Finding a match is quick, usually taking no more than 30 seconds. Although the character and level introduction can stutter, issues are resolved by the time the match begins and I never felt that lag was negatively impacting my performance. It“s rare for the netcode in any game to be this good and seeing such performance in a fighter is truly amazing. Arc System Works gave themselves monumental task by trying to bring the Persona series into the fighting genre. Surprisingly, they've not only delivered, but managed to create one of the best fighting games available. Offering a packed story mode, a combat system that truly is easy to learn but difficult to master, an online mode with options to please both those looking to play with friends and take on the world, and a netcode that destroys the competition, Persona 4 Arena is a must for anyone interested in Persona, fighters, or looking to get into either. Pros: + Over 20 hours of strong story content for Persona fans without spoiling the series + A deep combat system to please fighting fans while still being accessible to casual players + Excellent netcode for online play Cons: - With 12 story modes, there is some heavy repetition of events - Art and music style isn“t for everyone Overall Score: 9.5 (out of 10) Fantastic Though fans of Persona may be put off by the genre shift and fans of fighters may be put off by the subject matter, the truth is that neither have anything to worry about with Persona 4 Arena.
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