Saturday, August 8, 2009

Devil Survivor - "Rest in peace, sinners."


Devil Survivor is a game that ought to be selling millions of copies. It won't and will likely attain cult hit status in a couple of weeks and be impossible to find anywhere, but it still should be selling like hotcakes.

What you have here is an Atlus turn-based strategy RPG (Atlus being the creators of Persona) about the Apocalypse occurring in Tokyo. The story draws on Christian/Old Testament material in that strange Japanese way, but fortunately not in that Japanese way. Technology, angels, the internet, rock music and government conspiracies are also involved. It's a wild ride and is occasionally a bit too wacky, but over all it's a good yarn.

If you've ever played Advanced Wars or Fire Emblem or FF Tactics, then you're already familiar with the rudimentaries of the system. You have 3-4 people on a grid-based map, each of whom have various elemental attacks and movement-manipulating spells. Battles are thus strategic and extremely intense. Haphazard attacks, bad mana management and poor formations often result in party wipes.

In layman's terms: The game is really bloody hard.

But beyond the raw gameplay is a really compelling storyline that handles something that few games handle well... Choice. So let's talk about that.


(As you can see, I find all my screenshots by google image searching them. Stupid sites putting watermarks on the things)

When I play a Bioware RPG or really any game that involves making important choices, the first thing I'll often do whenever anything happens is save. That's a pretty basic thing, I thought... being able to save and then go back if you don't like what happens is something you sorta take for granted.


But here's the thing... Devil Survivor has only one save slot. And because the fights are so damn hard, you'd have to be crazy to not be saving constantly. Moreover, the way things are set up in the game has it so that a choice you make at one point will have irrevocable consequences an hour or so down the road.

At one point I heard that a certain person was being hunted by a very angry man who hangs out with demons. At the same time as that was happening though, a woman was trying to fulfill a blood oath. I gave said lady a hand in a tough but fun fight and then immediately afterward got to see my pal get incinerated before my very eyes. And, since my choice to help the woman over him had occurred much earlier, there was nothing I could do to 'fix' it.

It's really amazing how much that changes. I found myself really thinking about the decisions the game made me make in a way that really wouldn't have been an issue if I'd had 15 saved games. I actually would put my DS down and think about what I was doing and why, which was I think a strange thing.


The other interesting thing about choice in the game is what they're willing to let you do and become. If you're so inclined, you can become plain old evil and sit on a big chair sipping red wine while concocting evil plans and being attended upon by hot evil slave girls and thinking about how evil you are. But there are at least 5-6 endings and there's a rather large grey area surrounding the non-ultimate evil ones. As I was making the Big Choice, I found that I couldn't really decide which course would really be right. Questions of free will, morality and human progress all sorta bounce between them.

I think that's much better than the usual good ending vs. evil ending that crops up in RPGs. Evil is there and good is there too, but there's a lot in between.

It's a crime that stuff like this passes by mostly unnoticed while shit like Metal Gear sells millions of copies. So go buy it!
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