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First Impressions of Soul Hackers 2

I’m currently playing through it via Xbox Gamepass on PC since it’s available and I missed my chance at playing through and completing two other games; I figured I should actually use gamepass to justify the annual subscription since it is a good service that I wasn’t taking advantage of. Unfortunately, I don’t have an Xbox controller and I’ve mainly been using the keyboard, so I’m totally neutral on the control scheme as it’s largely my own fault for not simply getting an Xbox controller for Gamepass. So, I have no opinion there. I still don’t quite know how to feel or what to think of this game as I’ve only spent maybe 7 hours or less so far on the game (mainly due to so much else taking up my personal time — mainly work-related), so this is just my initial impressions. I’ll begin with the negatives, since modern psychology research has shown that we have a more positive perspective on examining other opinions when the last parts are positive information and not negative.

The Cons:

The Pros:

Anyway, that’s it for my opinions so far. I’m not sure how they’ll change once I progress and hopefully finish this game before it leaves Gamepass, but I’m neutral overall due to the mixed feelings on the positives and negatives. Ringo being the biggest positive that this game offers thus far. I’m hoping her character gets more fleshed out and developed as the game continues.


9/24/2024 Update:

Slight spoilers for Shin Megami Tensei III: Nocturne, the first Soul Hackers game, Shin Megami Tensei V’s Canon of Vengeance, and the original Persona 5 to make a comparison.

I’ve decided not to continue playing it. I shared reasons on Youtube comments sections and Discord and I’ve decided to share my reasons here. If they do a re-release, then maybe I’ll try them out if they vastly improve whatever it is they were trying to do with the demon negotiation system for this game and they get rid of the assist function because it just ruins the gameplay:

This game didn’t really endear old Soul Hackers 1 fans, the demon negotiation system felt like a last-minute add-on and didn’t feel seamlessly added and it was completely inferior to every other demon negotiation system in previous Megami Tensei games (and I really am not trying to trash the game, just being upfront about my own experience), the character backgrounds weren’t fleshed out well — you fight and kill Arrow’s buddy without any real explanation of what they were attempting to kill each other for or why he killed Arrow in the first place, there was no emphasis on mythology (this was a huge downer for me, Soul Hackers 1 is famously unique for focusing exclusively on Native American mythology and theology and doing a pretty decent job of it for material that was only available prior to 1997), and the turn-based combat had no press-turn and was… kind of generic compared to every previous Megami Tensei entry. The Assist option giving you the ability to choose the winning moves with no thinking on the player’s part didn’t help. Even little things like NPCs giving cool, fleshed out worldbuilding lore did not exist in Soul Hackers 2. They only talk about where to buy things, where to fuse things, or how to use certain gameplay mechanics; that’s not good worldbuilding like previous Megami Tensei games. In the Third Kalpa of Nocturne, I can talk to ghosts who were part of the old world’s shadow cult wars and learn how brutal Hikawa really was and how dangerous of a person he is with what he accomplished by exploiting the conflict between the Messians and the Ring of Gaea.

You don’t get anything of that quality in Soul Hackers 2 and that’s really bad, because Soul Hackers 1 had that with Nemissa, Kinap, and the conflict between Spookies and Algonsoft. The Vision Quests of the first Soul Hackers was also among the most creative and immersive storytelling devices I’d ever seen; contrast that with the dull Soul Matrix dungeons that are all the same. It’s like night and day.

Ringo and the main cast are terrific, but they’re underutilized and the villains don’t really explain why they’re in conflict with the main cast at all. The new writers keep dropping the ball. They were great as dungeon artists, but Japan’s hiring practices of shifting them to the writing room basically turned them into Atlus Japan’s equivalent of Square Enix’s Tetsuya Nomura. Cool ideas, but horrible execution and nonsensical storytelling. The fact they now have to rely on Nocturne’s writers to fix bad stories like the original SMTV to make an amazing story that is the Canon of Vengeance also doesn’t help; it makes all the problems SH2 had, look even worse.

After looking at the endings online to try to convince myself to give it another chance, this was all I could say:

These have got to be the dullest, generic endings I’ve seen from a Megami Tensei. In the end, I’m glad I only played this briefly on Gamepass. The original Persona 5 and Shin Megami Tensei V: Vengeance’s Canon of Vengeance are way better; Soul Hackers 1 ending was also really good. I really liked the OG P5 and Canon of Vengeance’s Yoko ending. Persona 4’s ending at least had thematic consistency. I don’t even understand what the purpose of these endings in Soul Hackers 2 are. One is inconsistent with Ringo’s character and the other fails to make any sort of point or have any purpose. I think it’s trying to fit with Nemissa’s letter from the first Soul Hackers and doing an awful job of it, because they’re all just going back to a status quo and pretending it’ll all be fine so the clumsy writers can set up a sequel.

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