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Shin Megami Tensei II (Japan)

Game Boy Advance
🇯🇵
Reviewed in
2002
66
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✪ Reviewed on February 5, 2024
58

Shin Megami Tensei II on GBA, sequel to Atlus's post-apocalyptic RPG. Even darker universe, enriched alignment system. For fans of the first and the SMT genre in general.

Your verdict
Category
RPG 1 player 16+
Description
GBA port of the cult RPG Shin Megami Tensei II developed and published by Atlus in Japan in December 2002. Aleph, a gladiator from Center, uncovers hidden truths behind the futuristic city of Millenium and its corrupt divine rulers. Enriched demon fusion system compared to the first episode, multi-layered Millenium exploration and moral alignment influencing the ending. GBA version of the 1994 SNES classic.

Shin Megami Tensei II review

4/5
Art direction
"Striking"
4/5
Music
"Excellent"
4/5
Story
"Captivating"
Gameplay
"Solid"
Fun
"Mild"
Addictiveness
"Captivating"
Difficulty
"Difficult"
Technical info
💾0,01 GB 📅19/12/2002
Published by Atlus

Shin Megami Tensei II (GBA) price, value & rarity

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Collector interest

Japanese GBA port of Shin Megami Tensei II, direct sequel to the 1994 SNES classic that never received an official localization. It is the priciest entry in this batch, its complete value running well above the first chapter, lifted by a modest Japanese print run and steady demand from Western RPG fans frustrated by the lack of an export. A pivotal piece of SMT lore, especially coveted sealed or in pristine box.

An underrated gem

A broader, more political sequel, this second entry deepens the fusion system in a futuristic city corrupted by false gods. Like its predecessor, this GBA port never left Japan or received a translation. Demanding and dated, it remains a prime pick for Megami Tensei devotees ready to face its harshness.

A questionable morality

The big business here is negotiation: you chat with the demons you meet, flatter or bribe them into joining, then fuse these allies without a second thought into new, more formidable entities. The grown-up tone fully embraces the idea that your companions are also interchangeable resources, which makes it as queasy as it is fascinating.

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