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Shin Megami Tensei IV takes place in a world separate from the rest of the Shin Megami Tensei games, even though recurring demons and abilities are present. [11] The two main locations are the Eastern Kingdom of Mikado, a feudal society inspired by Medieval Europe which is secretly controlled by angels; and Tokyo, a modern-era city enclosed in a rock dome and overrun by demons. [12]
Shin Megami Tensei IV: Apocalypse [a] is a 2016 role-playing video game developed and published by Atlus for the Nintendo 3DS. It is the sequel to Shin Megami Tensei IV, set in a post-apocalyptic alternative world. The game is part of the Shin Megami Tensei series, the central series of the Megami Tensei franchise.
Shin Megami Tensei IV for the Nintendo 3DS was released in 2013 in Japan and North America, and a year later in Europe as a digital-only release. [12] [13] [14] Another game set in the same universe, Shin Megami Tensei IV: Apocalypse, was released for the 3DS in February 2016 in Japan. [15]
Known in Japan as Shin Megami Tensei III: Nocturne [38] and in Europe as Shin Megami Tensei: Lucifer's Call [42] Shin Megami Tensei: Imagine: April 4, 2007 [43] December 31, 2008 [44] January 5, 2009 [45] Notes: Developed by Cave and published by Atlus [46] for Microsoft Windows, [47] and later released for Macintosh computers [48]
Shin Megami Tensei: Devil Children - Puzzle de Call! Game Boy Advance: July 25, 2003 [141] Atlus: Shin Megami Tensei: Devil Children 2 - Honō no Sho: Game Boy Advance: September 12, 2003 [142] [143] Atlus: Shin Megami Tensei: Devil Children 2 - Kōri no Sho: Shin Megami Tensei II: Game Boy Advance: September 26, 2003 [144] Atlus: EX Jinsei ...
Persona 4, [a] released outside Japan as Shin Megami Tensei: Persona 4, is a 2008 role-playing video game by Atlus.It is chronologically the fifth installment in the Persona series, itself a part of the larger Megami Tensei franchise, and was released for the PlayStation 2 in Japan in July 2008, North America in December 2008, and in Europe and Australia in March 2009, being one of the final ...
When designing the game, the team aimed to appeal to hardcore gamers, with their main focus being on balancing gameplay and maintaining a challenging difficulty level. [14] The gameplay was kept firmly within the traditions of the Megami Tensei series, while evolving and sometimes changing them. For example, the fusion system was re-designed to ...
The concept for Raidou Kuzunoha vs. the Soulless Army began in 2003, coming to producer Kazuyuki Yamai while he was feeling under pressure during the creation of the Maniax edition for Shin Megami Tensei III: Nocturne. After the release and positive reception, the development team decided to move on to a project that would offer new challenges.