Shin Megami Tensei: Strange Journey Review

Atlus’ Persona, Megami Tensai, and Shin Megami Tensai franchises have reliably offered a divergent range of role playing mechanics. From cultivating Pokémon-like demon hybrids in SMT: Nocturne, to balancing school, work, and social schedules in Persona 4, the games have also been some of the most consistently gratifying RPGs to be found. Each series entry seems to have three unifying traits: absorbing dungeons that beg exploration, a combat system that is detailed enough to satisfy the most fastidious gamer, and a healthy roster of demons which belie conventional associations. Recent release Shin Megami Tensei: Strange Journey brilliantly reifies these principles, easily becoming of the best role-playing games to be found on Nintendo’s dual-screen portable.  

The cartridge’s moniker refers to the expedition initiated by a multi-national coalition to explore a mysterious situation near the southern ice cap. Not unlike a breach in the ozone layer, an ever-expanding black hole is spreading at an alarming rate and threatening to overtake the Earth. Players assume the role of a single courageous crewman as they set off to investigate the source of the enigmatic phenomenon known as the Schwatzwelt. While the game lacks the type of spoken voiceover which is often used to effectively to seduce gamers into a plotline, Strange Journey’s narrative is remarkably poignant. The title’s evocative environmental and moral themes offers a provocative twist on the emblematic ‘save the world’ storyline familiar to role-playing fans.

The game’s exploration vessel, The Red Sprite- serves as a player’s base of operations for the game. From a convenient menu, gamers can access the different sections of the ship, purchasing and researching items at the craft’s laboratory, healing parties in the sick bay, or moving the story along in the craft’s command room. Each location of the vessel hosts multiple crewmen, who impart helpful mission guidance and gently augment Strange Journey’s story.

Once players abandon the safe confines of the Red Sprite, they may find that the title’s dungeon exploration recalls the look and feel of Atlus’ Etrian Odyssey. Players who were intimidated by that game’s cartography elements will be relieved to know that Strange Journey normally presents an undemanding auto-mapping element, allowing gamers to concentrate on the more pressing components of the complex labyrinths- such as concealed doors, occasional traps and waterways that push the players to other parts of the dungeon. Occasionally, gamers will be forced to navigate through unlit territories that lack any visual or mapping orientation. Luckily, these sections are just brief enough as to not instigate frustration but challenging enough to impart a sense of relief when they are completed.

Beyond the automapping ability, players are also equipped with a robust demonica suit, which becomes more powerful as the title develops. Initially, demons wandering the dungeons are displayed as clouds of static. As gamers endure, the suit gathers data on each otherworldly creature, culminating in a strategic advantage as gamers establish each opponent’s strengths, weaknesses, and special abilities. Interestingly, not all demons are adversarial; some can be recruited into the player’s party with a bit of coaxing, while others require some currency before being conscripted. Others may be resistant to join an exploration team based the player’s alignment.

Yes, that means Strange Journey traces a gamer’s decisions in the game, placing them in chaotic, lawful, or neutral categories. Like the best Bioware games, valiant decisions don’t always pideonhole players into easily identifiable groupings- classifications are based of views of control, power, and lawfulness rather that simple diametrical views of good or evil.

Two minor details prohibit Strange Journey from reach the topmost echelons of RPG goodness. First, the title can be a bit vague at times, sending players into dungeons without a precise objective. This means there can be the occasional sense of frustration until players stumble upon an obscured trigger point. Visuals can get recycled a bit too much in the game, depriving dungeons from having distinct visual cues and making dialog screens with demonica-suited soldiers appear a bit monotonous.

While casual role-playing aficionados may not revel in Shin Megami Tensei: Strange Journey’s complexities, fans of the series will certainly find gratification in this entry into the long-standing franchise. Don’t be surprised if you find yourself compelled by the title’s proficient charms; Strange Journey effortlessly ranks among Chrono Trigger and Bowser’s Inside Story as a superlative DS RPG.


Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

38 Comments

  1. There’s a difference between the Megami Tensei games and the SMT ones? What is it?

  2. I haven’t played any game in the SMT series. Is it helpful to figure out whats going on or do well?

  3. I guess you won’t be answering my question.

    Why did I know an Atlus game would get an A- here?

  4. D-Toid has a long review up. Typical Dale North, it goes into detail but is written a little crappily.

  5. Good review, Deagle. You turn out about 20 to Tide’s 1. Don’t let em give you any shit on the podcast!

  6. Anyone slightly interested in RPGs should pick this one up! Great review. I agree with everything, but haven’t hit the invisible dungeons yet.

  7. The Persona games freak me out. Not because of the demons, but I feel wierd playing as 15 year olds. Like the Feds are gonna break down my door at any time.

  8. Ok, i’m an hour in, and already stuck. First dungeon second mission, I cant open any of the doors to rescue the guy on the right side.

    HELP!

  9. I always hear about how good these games are but never play them. I beginning to think I’m missing something.

  10. Excellent review, Desert! Keep the RPG reviews coming. I’ll be coming back to this site.

  11. Its not that pervy. really. Thsi one has soldiers, so your sexuality should be intact.

  12. Not too bad, considering the CD comes with it. If anyone sees if for cheaper please post here.

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