Devil Survivor 2 is a commodity

The original Shin Megami Tensei: Devil Survivor for the Nintendo DS was one of my favorite games ever. Its cousin, SMT: Persona 3, sits beside it on any “Favorite Game Ever” list I’ll never be commissioned to make. Both of these games had highly hyped sequels, Persona 4 and the recently released Devil Survivor 2. Four hours into Devil Survivor 2, I can’t help but draw a parallel.

Persona 3 was one of the most authentic games I’ve ever played. It was rough at times, a little unpolished, but it put us in a world we were dying to explore, with characters who had that certain something that made them more than stereotypes. Persona 4 fixed nearly all of its problems, but this comes with a caveat: the game didn’t have as much soul. It felt more like a commodity than a piece of art. Persona 3’s edges had been whittled down to perfect, but you could tell that Persona 4 had been coolly designed to appeal to an audience, while Persona 3 felt like a labor of love.

This doesn’t make Persona 4 a bad game: it’s a fantastic title. But while P3 was a journey, P4 felt more like hanging out with your best friends. The negative parts had been peeled away so that there was nothing impeding your enjoyment of Persona 4’s world.

That’s the feeling I get from Devil Survivor 2: it feels like a commodity.

I have intensely positive feelings about the original Devil Survivor. Sure, it stumbles into heavy-handed forced grinding towards the end of its run time, but the story it tells, and the method it uses to tell it, is masterful. By forcing the players into an enclosed, desperate space and giving them strict time constraints, Devil Survivor created this atmosphere of fear and anxiety that video games so rarely try for. You had things to do, and you had a limited amount of time to do them in. This built tension: this made the game gripping, a white knuckle ride through the apocalypse.

Devil Survivor 2 feels like its developers looked at the first game, realized what worked, and slapped them onto a sequel. I’m not prepared to announce the game as schlock just yet; this is not a review, merely impressions (I’m a games blogger, not a professional reviewer: I will take my time with games I have emotional attachment to). But what I’ve realized is that this is game design as commodity: taking what works, getting rid of what doesn’t, to the exclusion of common sense.

Devil Survivor’s plot involved a lockdown. You were stuck in Tokyo, and, furthermore, the death clock established that there was a time-sensitive mystery to solve. Everyone was going to die in six days, and you couldn’t leave the area; people outside the area weren’t going to die then, so your choice was clear: escape the lockdown or defeat what was going to kill you in six days. There was urgency to this.

Here’s Devil Survivor 2’s hook: an “earthquake” nearly kills you, you learn you can summon demons through your cell phone (less deliciously meta than Devil Survivor’s summoning handheld, which was an actual DS), and, after a brief run in with a mysterious organization, you defeat a completely random boss ripped straight from an episode of Neon Genesis Evangelion. That’s all on the back of the box, btw, besides you beating a monster, which…well, it’s a video game. Of course you punch some awfully named thing in the mouth.

The time mechanic returns, but this time it feels hopelessly out of place: there’s no narrative urgency. There’s no indication the world is going to end at the end of the week. While Devil Survivor created its urgency through narrative device and then backed them up with game mechanic, DS2 only has mechanic. There’s mystery, but there’s no urgency. It doesn’t play up the immediate threat (nightfall in a panicked city full of demons would suck), and it leaves me wondering why I’m worried about time.

Its attempt at creating tension and immediacy is its death videos, which show you how people are going to die. None of these have the same time stamp as Devil Survivor’s similar Laplace Mail, which gave the player agency: you knew when someone was going to die, so you could stop it. The death videos show you where and how someone’s going to die, but not when. As such, there’s no indication of whether or not there’s a time constraint. This created a very awkward situation early in the game where I saw a death video of a character, then proceeded to dick around until the time we were supposed to meet with them. I went to the meeting, fully expecting that I’d show up on time, save them, and everything would be peachy. Instead my characters made the dumbest choice imaginable: instead of waiting for the guy to show up, they went outside, wasting the event. I go back to the map screen and I have to pick a battle called, “Too Late” where they die solely because my characters made an utterly absurd choice I was not telling them to do.

I reload the game (subtle complaint: multiple save files has made this a much more forgiving game, like Devil Survivor: Overclocked. That said, I’m thankful for it here), going to the meeting thirty minutes sooner. The victim isn’t there a half hour earlier, so we go outside again. This time, however, when we go back in at the time I went originally, he’s there. This sort of internal inconsistency drives me off the wall. Games cannot be urgent unless they are consistent: we must know exactly what we did wrong every time we do. Here I did nothing wrong: my idiot characters did. It’s the thing that’s going to torpedo Devil Survivor 2‘s chances of capturing my heart like the original did: it’s urgency is solely mechanical, and game mechanics can be misunderstood.

Before I close, let me touch on the characters briefly. Devil Survivor 2 pulls a Pokemon with the original’s cast. Want to be a generic heroic male with an insecure, large breasted female and a kind of nerdy guy? Want to recruit an unassuming, technically responsible male and cosplayer next? Surprise! You are! Sure, the specifics are changed: Daichi is Strength/Agility as opposed to Atsuro’s Strength/Vitality (and he is much less nerdy) and Io is Magic/Strength as opposed to Yuzu’s Magic/Agility, but you get the picture. Worse is how little personality these characters have. Yuzu might have been a stereotypical female anime lead who liked fashion and rejected the bullshit that was going down, but she at least sold those stereotypes. Atsuro at least loved computers. I could tell you exactly zero traits Daichi has, despite him being my best friend. Io is shy and has awkward breasts, which aren’t a problem except there her only trait. Add to this mess “Joe” and Keita, who are possibly the two most annoying RPG characters I’ve ever seen, and you’ve got a clusterfuck of a story developing.

(An aside: I actually started to like Joe not because of anything he’s done but rather because I’m reading him as a commentary on female anime characters. You know the type: the female character who’s scatterbrained, has absolutely no idea of the urgency of the situation, and is just generally airheaded. The kind who want to go to an amusement park while someone you know is about to die because “I used to have fun here.” Yeah, that’s Joe. Except he’s not a lady. Read as social commentary he becomes an incredibly incisive character. He’s the highest point of the game, but that’s another post.)

I’m still playing Devil Survivor 2. It’s beginning to grip me, it’s status as a soulless commodity aside. It could open up in hours 5 through infinity, certainly: I have faith that it will, like Persona 4 before it. Like Devil Survivor 2’s introductory scene it’s straddling the line between trainwreck and exciting, logic-defying happening: why am I still playing a grindy, tension-free take on a better game that completely lacks any character I can empathize with? Devotion or morbid curiosity, I can’t decide.

8 Comments

  1. Daryl Heard

    I agree with this post, but only half. Persona 4 and Devil Survivor 2 both lack a sense of urgency and feel a bit more mechanical. I’d also say they’re a bit faster paced. In Persona 3 it takes awhile for the first boss fight to arrive. In Persona 4 it barely takes any time at all to take on Yosuke’s shadow and Chie’s is soon after. In Devil Survivor the lockdown progresses slowly, but in Devil Survivor 2 BAM earthquake. Wrecked buildings. Raging firings. Things just happen in the blink of an eye. Persona 4 isn’t as fast paced as DS2 though, probably because it takes place during a much larger time frame.

    That leads to the sense of urgency, I feel as if it is much more important in the Devil Survivor series than Persona. You ONLY have seven days. Without the death clocks I doubt DS2 will make that clear through the narrative, but I’m hoping they do.

    I’m surprised you dislike Daichi though, I like him a lot. He’s not the typical male partner who’s raring to go, he seems almost cowardly at times. He seems timid, but brave when he has to be. I will agree that he’s hard to describe and not as likable as Atsuro.

  2. Fernando Cordeiro

    Tom, you know I feel uneasy whenever you call a game “commodity”, …right?

  3. MichaelD

    In P3 and P4 the games seemed to be a bit like their locations. P3 was set in a city bustling with people, the threat was larger scale, bigger stakes and more impersonal. Where as P4 was set in a small town with a more personal threat and more relaxed stakes. Some of the elements were also simplified in P4 and rural life is often called simple. It seems to me like their plots, mechanics and flow are a reflection of their settings though I have no idea if this was an intention on the part of the creators.

    I’m only a couple hours into DS2 but I think what I find most disappointing about it was the set up. DS had a sense of build up and a constant sense of urgency and danger. DS2 not so much yet anyway. Ah well I’m not that far in hopefully things pick up a bit.

  4. Summers

    Can you please explain your definition of “commodity” why it is bad and what would be the good opposite of that.

    • MichaelD

      “A commodity is the generic term for any marketable item produced to satisfy wants or needs.” from wikipedia.

      I’d say his argument is that instead of having a story they wanted to tell with some interesting mechanics to use the game feels like it was put out to satasfy the demand for a sequel. Built more around the mechanics and selling the product then a passion and a story to tell.

      Having played through some more I think the one element thats killing this the most for me is this http://www.youtube.com/watch?v=5T_Freypy5A&feature=BFa&list=PL9C845FD4047E6617&lf=results_main

      That one bit of music just sucks all the tension out of the game. The possibility of all of japan or the world in ruin or under attack does not mesh well with this bit of music that sounds like a bunch of kids are having fun at an amusement park. It’s as if in the middle of left 4 dead the benny hill theme popped on. Some jokes try to make light of the grim situation and raise peoples hopes is one thing but this kind of farcical music is just crushing…. I honestly hope Joe does a heel face turn into some sort of evil chess master and that his whole facade is a ruse cause its just painful.

    • Tom Auxier

      MichaelD does the job for me. By commodity I mean it’s a video game designed to sell to the most possible people rather than a video game being designed because that’s what the developers wannt to make.

      I actually like Joe. As time has passed, he is the one character who I really like. He feels both like social commentary and a person, which is a rare combination. Daichi’s okay, too. The problem is that, just as I started to like Joe, here comes “Why the fuck didn’t I let him die?” Keita, who’s character concept is “Look. I hate you. I just want to fight. God, being a superstrong teenager is so hard.” Come on, Michael.

      • MichaelD

        To be fair I wrote that part way through day 2 ( I’m only at the start of day 3 now) and joe is beginning to become less annoying to me as he rounds some more. The composer is probably the person I have the biggest issue with now for destroying the tension with a few songs that just come of too saccharine for a game about the devastation of cities and the appearance of demons walking the streets killing people.

        The way its set up you can only talk to people at the cost of a half hour it means that there is only a finite amount of time for character development and setting up the tone and situation. You have to use all that time well then to really sell the situation to the player. DS did that well with moments about looters, food shortages, people getting out of hand etc aided by a soundtrack that never felt quite so sweet and happy as a day at the park. That’s kind of where DS2 is loosing me without as many scenes involving the people trying to cope in the face of disaster and with a sound track that takes what might otherwise be a moment of levity to lighten the mood in distressing times and making it feel more like farce.

        Anyway to wrap up what might be my last comment here I’m enjoying the game but mostly for the mechanics and I’ve just been spending some time trying to figure out why the story aspect is falling flat for me so far. I just happened to stumble into this post as I’ve been thinking it through so you’ve been getting some of my (still forming) thoughts.

  5. I’ve been thinking about your post as I’ve been playing the game. Io has a few moments that show her intelligence, but I think Airi is a more interesting character. So… yeah, I agree that it’s a commodity, but at least it’s fun! 🙂