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{{short description|2007 online role-playing video game}}
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{{One source|date=January 2009}}
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{{Infobox video game
{{Infobox video game
| title = Shin Megami Tensei: Imagine
| title = Shin Megami Tensei: Imagine
| image = Shin Megami Tensei Imagine.jpg
| image = Shin Megami Tensei; Imagine logo.png
| caption =
| caption = Logo for ''Imagine'' post-2008<ref name="SMTIlogo"/>
| developer = [[Cave (company)|Cave]]
| developer = [[Cave (company)|Cave]]<br>[[GungHo Online Entertainment]]
| publisher = {{vgrelease|JP=[[Atlus]]|NA=[[Atlus]]}}
| publisher = {{Vgrelease|JP|[[Atlus]]|WW|[[Aeria Games]] (2007–2012)<br/>Atlus (2012–2013)<br/>[[Marvelous USA]] (2013–2014)}}
| producer = Hideo Yokoyama<br/>Haruka Shinkawa
| designer =
| director = Hajime Tanigawa
| composer = Kenichi Kikkawa
| composer = Kenichi Yoshikawa<br/>Daisuke Matsumoto
| genre = [[Massively multiplayer online role-playing game|MMORPG]]
| modes = [[Online game|Online multiplayer]]
| genre = [[MMORPG]]
| modes = [[Multiplayer]]
| rating(s) =
| engine =
| series = ''[[Megami Tensei]]''
| series = ''[[Megami Tensei]]''
| platforms = [[Windows]]
| released = {{vgrelease|JP|April 4, 2007<ref name="JPrelease"/>|NA|December 31, 2008<ref name="ImagineNA"/>|EU|January 5, 2009<ref name="EUrelease"/>}}
| platforms = [[Microsoft Windows]]
| released = {{vgrelease|JP=March 30, 2007 |NA=December 31, 2008}}
}}
}}
{{nihongo|'''''Shin Megami Tensei: Imagine'''''|真・女神転生IMAGINE|lead=yes}}, formerly {{nihongo|''Megami Tensei Online Imagine''|女神転生ONLINE IMAGINE}}, is a free-to-play [[massively multiplayer online role-playing game]] based in the ''[[Megami Tensei]]'' universe. Aeria Games acquired the rights to the game from Cave Co., Ltd. ( contracted as simply "MegaTen".) Shin Megami Tensei is a major intellectual property of the Japanese developer and publisher, Atlus Co., Ltd. Originally released in Japan in 2007, ''Shin Megami Tensei: Imagine Online'' (Cave’s first massively multiplayer online (MMO) title for PC) features demon summoning and other gameplay features from the previous games in the "MegaTen" series. The game requires no subscription fee but charges for specific in-game items which are sold for real currency. On September 9, 2008 it was announced that Aeria Games & Entertainment had licensed the game for North American and European Release.<ref>http://megaten.aeriagames.com/node/19</ref> Beta invitations were first sent out on December 1, 2008, and the closed beta began the same day. ''Shin Megami Tensei: Imagine's'' open beta was started as of December 30, 2008. The official game was released to North America on December 31, 2008 & was available for download via Atlus Online's website. The game can now only be played in Japanese.
'''''Shin Megami Tensei: Imagine''''',{{efn|{{nihongo|'''''Shin Megami Tensei: Imagine'''''|真・女神転生IMAGINE||lit. ''True Goddess Reincarnation: Imagine''}}}} formerly known as '''''Megami Tensei Online: Imagine''''', was a [[massively multiplayer online role-playing game]] (MMORPG) for [[Windows]]. It is part of the ''[[Megami Tensei]]'' series, and was developed by [[Cave (company)|CAVE]] and later on [[GungHo Online Entertainment]] under license from the series creator [[Atlus]]. Originally released in Japan in 2007, it was later released in North America in 2008, then in Europe in 2009. ''Imagine'' is set between ''[[Shin Megami Tensei (video game)|Shin Megami Tensei]]'' and [[Shin Megami Tensei II|its sequel]], in the aftermath of a war which devastated humanity and prompted the arrival of hostile demons split into two opposing factions: Law and Chaos. The player character, a Demon Buster, is tasked with interacting with and fighting the demons that infest post-apocalyptic Tokyo. The gameplay uses real-time combat in open environments similar to other MMORPGs, while carrying over the ''Megami Tensei'' series' recurring demon recruitment and fusion mechanics.


''Imagine'' originated as an attempt at developing an online version of ''[[Shin Megami Tensei: Nine]]'' for PC after ''Nine''{{'s}} online version was cancelled. The game's development lasted for over four years. For the first three and a half years, it was produced by Atlus as an online role-playing game. Development was then transferred to CAVE and continued for a further twenty months: during this period, it became and was marketed as an MMORPG. Upon release, it was critically acclaimed and attracted a large player following in Japan. The Western version was handled by multiple companies until its closure in January 2014. The Japanese version closed down in May 2016, nine years after beginning service.
On February 29, 2012, Aeria Games revealed that Atlus Online (the online interactive entertainment division of Atlus USA) would be taking over publishing of the game.<ref>http://megaten.aeriagames.com/news/48023/a-new-home-for-megaten</ref> Aeria Games officially shut down their servers for the game on April 9, 2012 with Atlus Online opening their servers shortly thereafter on April 16, 2012.<ref>http://megaten.aeriagames.com/news/50531/megaten-shutdown-update</ref>
Not more than a year later, Atlus Online was amalgamated with XSeed Games to form Marvelous USA, where the game was hosted for another year. On January 27, 2014, Marvelous USA announced that the English version would be closing down as of February 28, 2014, and that all of the titles it was responsible for hosting would be dropped. On February 28, 2014 many players of Shin Megami Tensei: Imagine Online logged in to spend some time in the game for the last time before it closed at 5:00PM PST. The original version, in Japanese, is still up and being added to.


==Gameplay==
==Game description==
[[File:SMT; Imagine gameplay.jpg|left|thumb|Combat in ''Shin Megami Tensei: Imagine'', showing the player character, interface, and assigned demon.]]
This game describes an alternative view of the future where the Earth is overrun by Demons. Humans have clashed, and eventually learned to co-exist with them. The player is a "Demon Buster" (or DB for short), who fights and interacts with these Demons; featuring Japanese anime-like graphics, with the added feature of futuristic devices (such as portable computers that players wear around their arms called COMPs) the game can appeal to a wide range of fans.
''Shin Megami Tensei: Imagine'' is a [[free-to-play]] [[massively multiplayer online role-playing game]] (MMORPG) set in post-apocalyptic Tokyo. Players take control of a "Demon Buster", an avatar whose gender and appearance are selected by the player. Using the tower city Shinjuku Babel as a base, players explore various locations including the surface and underground areas. In Shinjuku Babel, players accept [[Quest (video gaming)|quests]] from [[non-player character]]s (NPCs); switch out their equipment and weapons, and buy new items from shops run by NPCs. While most of the items can be bought using in-game currency, higher-status items can be bought for real money. Players can explore on their own, or team up in groups to take on more difficult parts of the game. The game is delivered in "chapters" that advance the story, along with various optional sidequests that grant [[experience point]]s and in-game currency upon completion.<ref name="GameZBreview"/><ref name="4Greview"/><ref name="EdgRetro"/> Combat in ''Imagine'' plays out in real-time in the game's environments, with attack options varying from short-range melee to long-range physical and magical attacks. As with other MMORPGs such as ''[[World of Warcraft]]'', various abilities are mapped to face buttons and each ability has a cooldown timer. Real-time commands given by the player enables their avatar to block, dodge and counterattack. Different enemies are resistant or weak to different weapons and abilities.<ref name="GameZBreview"/><ref name="4Greview"/><ref name="EdgRetro"/><ref name="EuroPreview"/>


As with previous ''Megami Tensei'' games, demons are central to combat. They are acquired by the player through real-time negotiation: upon contacting a demon, they must successfully negotiate a conversation with them which can entail either friendly persuasion or intimidation of a demon. Once a demon is allied with the player, they aid them in combat: only one demon can be summoned at any one time, and when summoned that demon follows the player around as they navigate environments. Each time a demon is summoned, it costs a certain amount of magnetite, an in-game currency. Several demons can be held by them on the go, while further demons can be stored in Shinjuku Babel. Demons and the player gain experience levels separately: when the avatar has gained a level, they can assign stat points to various attributes. These in turn effect their abilities in battle and further skill development.<ref name="EuroPreview"/><ref name="SMTIgameplay"/> Two different demons can be fused into a new demon in a location known as the Cathedral of Shadows: upon fusion, the new demon can inherit different skills from its demon parents. The skills a demon possesses can be altered or enhanced depending on their use in battles.<ref name="EuroPreview"/><ref name="SMTIgameplay">{{cite web|url=http://game.watch.impress.co.jp/docs/20060825/megami.htm|script-title=ja:ケイブオンライン、「女神転生 IMAGINE」悪魔との関わり合いを紹介本作ならではの悪魔交渉システム、合体、遺伝システムのコンセプトとは?|publisher=Game Watch Impress|language=ja|date=2006-08-25|access-date=2016-03-24|archive-url=https://web.archive.org/web/20130628095959/http://game.watch.impress.co.jp/docs/20060825/megami.htm|archive-date=2013-06-28|url-status=live}}</ref>
The gameplay consists of real-time strategic commands, each with a "casting" and "cool-down" time. The player character is primarily controlled by the number keys and mouse. While the player's demon generally acts on AI, it can be manually given actions with the F keys. Properly using the player character's commands in tandem with their demon companion's can significantly increase the player's battling efficiency. Additionally, it is wise to use demons whose attacks do not compete with the player character, but provide more options. For example, a pair of two close-ranged characters would throw off each other's strategic timing, but a close-range human would be more supported with their demon's long-range attacks for maximum efficiency.


==Synopsis==
Demons, the main draw of the game, can be obtained through "Negotiating." Like defeat, a successful negotiation earns EXP and the demon disappears. However, the demon can offer items or friendship to the player. Talk, Threaten and Taunt are among the negotiation abilities, and each demon favors a particular ability. After setting a contract, the new partner can fight alongside the player in battle. Demon partners with high friendship can also be "crystallized", becoming a form of item usable in modifying equipment.
''Imagine'' is set in post-apocalyptic [[Tokyo]]. In the events leading up to ''Imagine'', which were depicted in ''[[Shin Megami Tensei (video game)|Shin Megami Tensei]]''. Humanity began experimenting with new technologies during the 1990s: among the discoveries made was the fact that all life and reality was made up of [[data]]. When demons began appearing across the world, chaos ensued with the rising of opposing factions supported by human sympathizers: servants of God who sought to bring order, and servants of Lucifer who spread chaos. The conflict culminated into the international launching of [[Intercontinental ballistic missile|ICBMs]], which devastated the world and left humanity at the mercy of demons. During the events of ''Shin Megami Tensei'', a group of young people defied both God and Lucifer in creating a world where humans could flourish again.<ref name="ImagineNA"/><ref name="ImagineStory"/>


Taking place in a time period referred to as "202X", ''Imagine'' takes place in the gap between ''Shin Megami Tensei'' and its [[Shin Megami Tensei II|direct sequel]], following on from the first game's neutral ending: despite these connections, ''Imagine'' is a self-contained narrative with its own characters. Humanity lives in a new metropolis called Shinjuku Babel, founded by the Seven Philosophers as a new home for Tokyo's survivors. At the opening of ''Imagine'', three mysterious towers appear that warp the land around them and trigger a resurgence of demons which start attacking the human population. The player character, a young Demon Buster, investigates a series of attacks on underground shelter. They are soon drawn into a conflict between the Order of Messiah (followers of God), and the Ring of Gaea (followers of Lucifer), and must explore and discover the true origins of the towers. The story is influenced by player decisions, which can shift between Law, Chaos, and Neutral routes.<ref name="GameZBreview"/><ref name="ImagineStory">{{cite web|url=http://game.watch.impress.co.jp/docs/20060922/megami.htm|script-title=ja:ケイブ、「女神転生 IMAGINE」。大破壊から復興する東京......世界観とスタート地点のフィールドを紹介|publisher=Game Watch Impress|language=ja|date=2006-09-22|access-date=2016-03-24|archive-url=https://web.archive.org/web/20130628225328/http://game.watch.impress.co.jp/docs/20060922/megami.htm|archive-date=2013-06-28|url-status=live}}</ref><ref name="SilAeria"/>
There are several types of weapons. Having a variety of at least 3 affinities (generally Slash, Charge and Blunt) is essential to a melee player. Besides weaponry, most equippable items provide minor enhancing effects or simply aesthetics, except for torso and lower body that usually always give defense boosts.


==Development==
The player's character can grow in any way the player wants. It can be given a wide range of abilities, but the game's skill system is set up in a way so that a player cannot be the best at any two character specialties at the same time. However, hybridizing still has many benefits that the character wouldn't receive by focusing on only one thing. For example, a melee character could support themselves and their party with healing and support spells. There are also "chain expertises", which are automatically obtained after a certain set of expertises are at the appropriate levels and grow based on those expertises. One of the biggest complaints about the game is the amount of time it takes to gain expertise classes. It can literally take hundreds of thousands of command uses to raise all the player's skills up to their desired levels for each character, which runs into hundreds of hours of repetitive gameplay. However, there are equipments which increase the rate at which an expertise goes up and there are even occasionally cash items which allows the player to instantly learn a set amount of expertise for a certain skill.
''Shin Megami Tensei: Imagine'' originated in 2003 as a [[Windows]] port of the online version of ''[[Shin Megami Tensei: Nine]]''.<ref name="ImagineBlog">{{cite web|url=http://blog.megatenonline.com/index.php?eid=81|script-title=ja:(52)いよいよ昨日正式サービスが始まったよ〜!|publisher=Shin Megami Tensei: Imagine Developer Blog|language=ja|date=2007-04-05|access-date=2016-03-24|archive-url=https://web.archive.org/web/20070701110617/http://blog.megatenonline.com/index.php?eid=81|archive-date=2007-07-01|url-status=dead}}</ref> ''Nine'' was initially planned as an online multiplayer game for the [[Xbox (console)|Xbox]], but during its development the online elements were removed due to rising costs, with an offline single-player version released in 2002.<ref>{{cite web|url=http://www.rpgamer.com/news/Q3-2002/080502c.html|title=Atlus Splices Shin Megami Tensei Nine|author=Long, Andrew|date=2002|publisher=RPGamer|access-date=2015-09-22|archive-url=https://web.archive.org/web/20150402065144/http://www.rpgamer.com/news/Q3-2002/080502c.html|archive-date=2015-04-02|url-status=dead}}</ref> Eventually, due to development problems and the profitability of online games, the online Xbox version was cancelled in 2003. However, developer [[Atlus]] confirmed that they were creating an online version of ''Nine'' for PC due to the more lucrative market.<ref>{{cite web|url=http://www.gamespot.com/articles/xbox-live-version-of-shin-megami-tensei-nine-canceled/1100-6073223/|title=Xbox Live version of Shin Megami Tensei Nine canceled|author=Niizumi, Hirohiko|date=2003-08-11|website=[[GameSpot]]|access-date=2015-09-22|archive-url=https://archive.today/20150905235416/http://www.gamespot.com/articles/xbox-live-version-of-shin-megami-tensei-nine-canceled/1100-6073223/|archive-date=2015-09-05|url-status=live}}</ref> During its early development, the PC version of ''Nine'' was renamed ''Shin Megami Tensei: Imagine'', continuing development as a different entity for approximately three and a half years.<ref name="ImagineBlog"/> The original music for the title was composed by series newcomer Kenichi Yoshikawa: tracks for earlier games by [[Shoji Meguro]] and Tsukasa Masuko were used in an arranged form.<ref>{{cite web|url=http://www.rpgfan.com/soundtracks/megaten-online/index.html|title=Megami Tensei Online IMAGINE OST|author=Gann, Patrick|publisher=RPGFan|date=2009-03-28|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160306185642/http://www.rpgfan.com/soundtracks/megaten-online/index.html|archive-date=2016-03-06|url-status=live}}</ref> After 2012, music composition was taken over by Daisuke Matsumoto.<ref name="4G2014"/>


When first revealed, the game was primarily developed by Atlus, with the online infrastructure being developed by the Japanese company ISAO. It was classified as an "online role-playing game" which got round the server-based problems of MMORPGs by using a single server for all players.<ref>{{cite web|url=http://www.itmedia.co.jp/games/gsnews/0407/23/news02.html|script-title=ja:真・女神転生オンラインゲーム発表!画面集追加|language=ja|publisher=ITMedia|date=2004-07-23|access-date=2016-03-24|archive-url=https://web.archive.org/web/20041208175550/http://www.itmedia.co.jp/games/gsnews/0407/23/news02.html|archive-date=2004-12-08|url-status=live}}</ref> By 2005, Atlus had licensed its development to [[Cave (company)|CAVE]]; for the game's development, a new subsidiary called CAVE Online was created, made up of former Atlus staff members.<ref name="RPGFimagine">{{cite web |author=Winkler |first=Chris |date=2005-07-13 |title=Shin Megami Tensei Online IMAGINE Co-Developer Revealed |url=http://www.rpgfan.com/news/2005/1662.html |url-status=dead |archive-url=https://web.archive.org/web/20150905214631/http://www.rpgfan.com/news/2005/1662.html |archive-date=2015-09-05 |access-date=2016-03-24 |publisher=RPGFan}}</ref><ref name="SilCave">{{cite web|url=http://www.siliconera.com/2008/09/09/imagine-a-shin-megami-tensei-mmorpg-getting-licensed-to-aeria-games/|title=Imagine a Shin Megami Tensei MMORPG getting licensed to Aeria Games|author=Yip, Spencer|publisher=Siliconera|date=2008-09-09|access-date=2016-03-24|archive-url=https://web.archive.org/web/20140822152624/http://www.siliconera.com/2008/09/09/imagine-a-shin-megami-tensei-mmorpg-getting-licensed-to-aeria-games/|archive-date=2014-08-22|url-status=live}}</ref> This subsidiary merged back into CAVE by September 2006 during the final year of work on the game.<ref>{{cite web|url=http://game.watch.impress.co.jp/docs/20060908/megami.htm|script-title=ja:ケイブ、MMORPG「女神転生 IMAGINE」MO要素を取り込んだダンジョンシステムを紹介|publisher=Game Watch Impress|date=2006-09-08|access-date=2016-03-24|archive-url=https://web.archive.org/web/20130628182751/http://game.watch.impress.co.jp/docs/20060908/megami.htm|archive-date=2013-06-28|url-status=live}}</ref> The total length of time in which CAVE worked on the title has been estimated as about 20 months.<ref name="ImagineBlog"/> The game used a version of the Virtual Community Engine (VCE), a middleware engine that enabled the centralization of servers and networking, aiming for a smooth and fast running experience for players.<ref name="SMTIengine">{{cite web|url=http://game.watch.impress.co.jp/docs/20060714/mega.htm|script-title=ja:ケイブ・オンライン・エンターテイメント、「女神転生 IMAGINE」の通信ミドルウェアに「VCE」を採用|language=ja|publisher=Game Watch Impress|date=2006-07-14|access-date=2016-03-24|archive-url=https://web.archive.org/web/20130628183254/http://game.watch.impress.co.jp/docs/20060714/mega.htm|archive-date=2013-06-28|url-status=live}}</ref> An important part of the development process for its designers was accurately translating [[Kazuma Kaneko]]'s demon designs into 3D.<ref name="4G2014"/>
There are two currencies: coinage for buying typical items and general services (Macca) and minerals for misc. things and demon summoning (magnetite).


According to director Hajime Tanigawa, its gameplay was based around prevalent South Korean online role-playing games for PC.<ref name="Director1">{{cite web|url=http://game.watch.impress.co.jp/docs/20060925/imagine.htm|script-title=ja:「女神転生 IMAGINE」開発バージョンレポートスキル制のキャラクタシステムや、仲魔達との関わり、基本システムが明らかに|language=ja|publisher=Game Watch Impress|date=2006-09-25|access-date=2016-03-24|archive-url=https://web.archive.org/web/20130510131357/http://game.watch.impress.co.jp/docs/20060925/imagine.htm|archive-date=2013-05-10|url-status=live}}</ref> Tanigawa joined when the title shifted to being an MMORPG, and he estimated development time in this form at ten months. At the beginning of development, the team decided to release a working form of the game within a year. This was managed by narrowing the amount of time spent on the early concept work, instead taking inspiration directly from other titles, including titles within the ''Megami Tensei'' series: Tanigawa said that without this, development might have lasted up to three years. When the closed beta began, many of the game's final functions had yet to be implemented. A free-to-play model was adopted as the team wanted to bring in the maximum number of players into the game. While making the game completely free and using in-game advertising as a means of earning money was an option, this had yet to become commercially viable in Japan at the time.<ref name="Director2">{{cite web|url=http://www.4gamer.net/games/038/G003850/20070418233950/|script-title=ja:「女神転生IMAGINE」,プロデューサー谷川ハジメ氏が語る開発秘話とアップデート予定,そして未来像について<前編>|language=ja|publisher=[[4Gamer.net]]|date=2007-04-18|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160322090749/http://www.4gamer.net/games/038/G003850/20070418233950/|archive-date=2016-03-22|url-status=live}}</ref> In early 2007, CAVE partnered with Gung Ho Online Entertainment, a Japanese company experienced with online games who could co-manage the game with CAVE.<ref name="Director2"/><ref>{{cite web|url=http://www.4gamer.net/games/017/G001723/20070117163929/|script-title=ja:ガンホーとケイブが提携し,「女神転生IMAGINE」をガンホーゲームズで提供|language=ja|publisher=[[4Gamer.net]]|date=2007-01-17|access-date=2016-03-24|archive-url=https://web.archive.org/web/20080207183723/http://www.4gamer.net/games/017/G001723/20070117163929/|archive-date=2008-02-07|url-status=live}}</ref> According to Tanigawa, the partnership with Gung Ho Online opened up the possibility of expansion into Asian and Western markets.<ref name="Director2"/>
The game takes place between the events of [[Shin Megami Tensei]] and [[Shin Megami Tensei II]].<ref>http://www.hardcoregaming101.net/megaten/megaten4.htm</ref> In the Tokyo of the game's futuristic scene, sometime around the 21st century (Year 202X), survivors of a war known as the "Great Destruction" live in small constructed shelters awaiting the day when humanity can be rebuilt. These survivors, led by a group known as the "Seven Philosophers", constructed a massive tower which eventually became known as "Shinjuku Babel". The remaining survivors then retreated underground and constructed a refugee city known as "Home III". Here, the player begins their exploration of the world of MegaTen.<ref>http://megaten.aeriagames.com/guide/story</ref> In this post-apocalyptic world, demonic forces run rampant and it is the player's job to defeat them. Players are given the option to be in one of three groups: Law, who try to preserve the system and bring it back together; Chaos, who try to break the system; or Neutral, freelance mercenary types. A Players Alignment (Law/Neutral/Chaos) can be changed through the game either by answering questions on certain acts, or donating money to Law or Chaos churches. Players can, while developing their own character, capture the already mentioned "Demons" and also "Spirits" through the use of specialized skills, then use these captured creatures to battle other monsters in combat. These demons can also be fused together to create more powerful demons. Demon use is based on alignment, skill, level and abilities of the players.<ref>http://megaten.aeriagames.com/guide/beginner</ref> Players can also complete quests to find additional items, learn new skills and explore more of the world of MegaTen.


==Release==
Two types of missions to undertake in Shin Megami Tensei: Imagine are acts and quests. Acts are based on the storyline, while quests are small missions you can undertake for extra XP or Macca.
''Imagine'' was first announced in July 2004 under the title ''Shin Megami Tensei Online: Imagine'', with its first public appearance coming at the 2003 Tokyo Character Show.<ref>{{cite web|url=http://www.gamespot.com/articles/atlus-announces-new-mmorpg/1100-6103226/|title=Atlus announces new MMORPG|author=Niizumi, Hiroki|website=[[GameSpot]]|date=2004-07-22|access-date=2016-03-24|archive-url=https://archive.today/20161213200428/http://www.gamespot.com/articles/atlus-announces-new-mmorpg/1100-6103226/|archive-date=2016-12-13|url-status=live}}</ref><ref>{{cite web|url=http://game.watch.impress.co.jp/docs/20040724/tcs.htm|script-title=ja:「東京キャラクターショー2004」幕張で開幕例年よりゲーム関連の出展が目立つ|publisher=Game Watch Impress|date=2004-07-24|access-date=2016-03-24|archive-url=https://web.archive.org/web/20140910212024/http://game.watch.impress.co.jp/docs/20040724/tcs.htm|archive-date=2014-09-10|url-status=live}}</ref> After a limited beta test at a commercial event, news on the game ended until July 2005, when it was re-revealed as an MMORPG at that year's [[Tokyo Game Show]].<ref name="RPGFimagine"/><ref name="SMTIbeta2"/> After another prolonged silence, a closed beta test was announced in June 2006 for the end of that year, along with the game's rebranding as ''Megami Tensei Online: Imagine''.<ref name="SMTIbeta2">{{cite web|url=http://www.4gamer.net/news/history/2006.06/20060626181916detail.html|script-title=ja:「女神転生IMAGINE」に動きが! 今冬βテストへ|publisher=[[4Gamer.net]]|date=2006-06-26|access-date=2016-03-24|archive-url=https://web.archive.org/web/20090801014946/http://www.4gamer.net/news/history/2006.06/20060626181916detail.html|archive-date=2009-08-01|url-status=live}}</ref> The closed beta lasted across November and December 2006. In February 2007, the game entered open beta.<ref>{{cite web|url=http://game.watch.impress.co.jp/docs/20070207/megami.htm|script-title=ja:ケイブ、WIN「女神転生 IMAGINE」オープンβテストを2月14日より実施|publisher=Game Watch Impress|language=ja|date=2007-02-07|access-date=2016-03-24|archive-url=https://web.archive.org/web/20130628192531/http://game.watch.impress.co.jp/docs/20070207/megami.htm|archive-date=2013-06-28|url-status=live}}</ref> A physical Premium Package, featuring special items and in-game bonus codes, released on March 30.<ref>{{cite web|url=http://dengekionline.com/data/news/2007/3/15/7acd6093bb7a79574f9fc6a756d07928.html|script-title=ja:『女神転生IMAGINE』プレミアムパッケージが3月30日に発売|publisher=[[ASCII Media Works|Dengeki Online]]|language=ja|date=2007-03-15|access-date=2016-03-24|archive-url=https://web.archive.org/web/20080706210948/http://www.dengekionline.com/data/news/2007/3/15/7acd6093bb7a79574f9fc6a756d07928.html|archive-date=2008-07-06|url-status=live}}</ref> Official service started on April 4 of that year.<ref name="JPrelease">{{cite web|url=http://www.megatenonline.com/nhn/news/archive/news2650.html|script-title=ja:Shin Megami Tensei Imagine Official Website|language=ja|publisher=Shin Megami Tensei: Imagine Official Website|date=2016-03-13|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160323223225/http://www.megatenonline.com/nhn/news/archive/news2650.html|archive-date=2016-03-23|url-status=live}}</ref> In December 2007, a second physical release dubbed the "Memorial Package" was released.<ref>{{cite web|url=http://www.4gamer.net/games/017/G001723/20071126034/|script-title=ja:「女神転生IMAGINE」,メモリアルパッケージ発売&公式サイトがリニューアル|publisher=[[4Gamer.net]]|language=ja|date=2007-11-26|access-date=2016-03-24|archive-url=https://web.archive.org/web/20080212051602/http://www.4gamer.net/games/017/G001723/20071126034/|archive-date=2008-02-12|url-status=live}}</ref> Multiple features, such as demon mounts for players and zones like an arena and casino, were being developed for later updates when the game released. The time between updates was estimated at between two and three months.<ref>{{cite web|url=http://www.4gamer.net/news/history/2007.04/20070420231933detail.html|script-title=ja:「女神転生IMAGINE」,プロデューサー谷川ハジメ氏が語る開発秘話とアップデート予定,そして未来像について<後編>|language=ja|publisher=[[4Gamer.net]]|date=2007-04-20|access-date=2016-03-24|archive-url=https://web.archive.org/web/20090801022913/http://www.4gamer.net/news/history/2007.04/20070420231933detail.html|archive-date=2009-08-01|url-status=live}}</ref> The game remained under the ''Megami Tensei Online: Imagine'' title until its first anniversary: the game underwent a revision, changing its name to ''Shin Megami Tensei: Imagine'' and giving it a new logo. Both the new title and logo would remain throughout its life.<ref name="SMTIlogo">{{cite web|url=http://www.4gamer.net/games/017/G001723/20080404042/|script-title=ja:正式サービス一周年の「女神転生IMAGINE」,タイトルを「真・女神転生IMAGINE」に変更。同時に新ワールド「クー・フーリン」がオープン|language=ja|publisher=[[4Gamer.net]]|date=2008-04-04|access-date=2016-03-24|archive-url=https://web.archive.org/web/20100103203441/http://www.4gamer.net/games/017/G001723/20080404042/|archive-date=2010-01-03|url-status=live}}</ref><ref name="SMTIjpClosure"/> Over its nine-year lifetime, the game received frequent large and small-scale updates, and underwent staff changes: many of these changes went to adding new demons and expanding demon fusion options, along with creating new zones and storylines.<ref name="4G2014">{{cite web|url=http://www.4gamer.net/games/017/G001723/20140328050|script-title=ja:「真・女神転生IMAGINE」7周年記念インタビュー。記念イベントの概要やBGMの制作秘話,そして10周年に向けた展望を新川はるか氏らに聞いた|language=ja|publisher=[[4Gamer.net]]|date=2014-04-05|access-date=2016-03-24|archive-url=https://web.archive.org/web/20140822040155/http://www.4gamer.net/games/017/G001723/20140328050|archive-date=2014-08-22|url-status=live}}</ref><ref>{{cite web|url=http://www.4gamer.net/games/017/G001723/20071024003/|script-title=ja:「女神転生IMAGINE」インタビュー:“メガテンらしさ”がより深まる中型アップデートと今後の予定(前編)|publisher=[[4Gamer.net]]|language=ja|date=2007-10-24|access-date=2016-03-24|archive-url=https://web.archive.org/web/20080915070316/http://www.4gamer.net/games/017/G001723/20071024003/|archive-date=2008-09-15|url-status=live}}</ref><ref>{{cite web|url=http://www.4gamer.net/games/017/G001723/20071024051/|script-title=ja:「女神転生IMAGINE」インタビュー:“メガテンらしさ”がより深まる中型アップデートと今後の予定(後編)|publisher=[[4Gamer.net]]|language=ja|date=2007-10-26|access-date=2016-03-24|archive-url=https://web.archive.org/web/20100417223042/http://www.4gamer.net/games/017/G001723/20071024051/|archive-date=2010-04-17|url-status=live}}</ref><ref>{{cite web|url=http://www.4gamer.net/games/017/G001723/20070420231933/|script-title=ja:「真・女神転生IMAGINE」に,いよいよ「サタン」が登場。クライマックス感の漂う8周年記念企画について,プロデューサーにインタビュー|language=ja|publisher=[[4Gamer.net]]|date=2015-02-14|access-date=2016-03-24|archive-url=https://web.archive.org/web/20150829053534/http://www.4gamer.net/games/017/G001723/20150210126/|archive-date=2015-08-29|url-status=live}}</ref>

After initial rumors, a release in North America and Europe was confirmed in September 2008 by [[Aeria Games]], its Western publishers.<ref name="SilCave"/><ref>{{cite web|url=http://www.destructoid.com/shin-megami-tensei-imagine-mmo-confirmed-for-north-america-and-europe-103342.phtml|title=Shin Megami Tensei: Imagine MMO confirmed for North America and Europe|author=North, Dale|website=[[Destructoid]]|date=2008-09-11|access-date=2016-03-24|archive-url=https://web.archive.org/web/20150910142953/http://www.destructoid.com/shin-megami-tensei-imagine-mmo-confirmed-for-north-america-and-europe-103342.phtml|archive-date=2015-09-10|url-status=live}}</ref> According to Aeria Games localization expert Michael Stevens, Aeria Games decided to pick up the Western publishing rights for ''Imagine'' after being favorably impressed by the gameplay, along with requests from series fans for a Western release of the game. For the game's localization, CAVE hired professional translators to convert the game's Japanese text into English, then both Aeria Games and Atlus USA checked the results over for mistakes and made revisions where necessary.<ref name="SilAeria">{{cite web|url=http://www.siliconera.com/2008/12/15/no-need-to-imagine-a-shin-megami-tensei-imagine-online-interview/|title=No Need To Imagine: A Shin Megami Tensei: Imagine Online Interview|author=Yip, Spencer|publisher=Siliconera|date=2008-12-15|access-date=2016-03-24|archive-url=https://web.archive.org/web/20130128051525/http://www.siliconera.com/2008/12/15/no-need-to-imagine-a-shin-megami-tensei-imagine-online-interview/|archive-date=2013-01-28|url-status=live}}</ref> Closed beta tests for North America and Europe began in November 2008.<ref>{{cite magazine|url=http://www.mcvuk.com/press-releases/read/shin-megami-tensei-imagine-online-closed-beta-signups-are-open/059117|title=Shin Megami Tensei: Imagine Online Closed Beta Signups Are Open|magazine=[[MCV (magazine)|MCV]]|date=2008-11-05|archive-url=https://web.archive.org/web/20160324183021/http://www.mcvuk.com/press-releases/read/shin-megami-tensei-imagine-online-closed-beta-signups-are-open/059117|archive-date=2016-03-24|url-status=live}}</ref> The game went into open beta on December 31, 2008, in North America.<ref name="ImagineNA">{{cite web|url=http://www.cave.co.jp/games/shin-megami-tensei_en|title=Shin Megami Tensei: Imagine|publisher=[[Cave (company)|Cave]]|access-date=2016-03-24|archive-url=https://web.archive.org/web/20150524032859/http://www.cave.co.jp/games/shin-megami-tensei_en|archive-date=2015-05-24|url-status=dead}}</ref> In Europe, the open beta began on January 5, 2009.<ref name="EUrelease">{{cite web|url=http://www.eurogamer.net/articles/beta-opens-for-shin-megami-tensei-mmo|title=Beta opens for Shin Megami Tensei MMO|author=Welsh, Oli|website=[[Eurogamer]]|date=2009-01-05|access-date=2016-03-24|archive-url=https://web.archive.org/web/20110429033359/http://www.eurogamer.net/articles/beta-opens-for-shin-megami-tensei-mmo|archive-date=2011-04-29|url-status=live}}</ref> Through a partnership with [[CodeWeavers]], the game was made compatible for then-current [[Macintosh]] systems in March 2009.<ref>{{cite magazine|url=http://www.mcvuk.com/press-releases/read/shin-megami-tensei-imagine-online-now-playable-on-mac/075825|title=Shin Megami Tensei: Imagine Online Now Playable on Mac|magazine=[[MCV (magazine)|MCV]]|date=2009-03-04|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160324183152/http://www.mcvuk.com/press-releases/read/shin-megami-tensei-imagine-online-now-playable-on-mac/075825|archive-date=2016-03-24|url-status=live}}</ref>

Aeria Games managed the game until March to April 2012, when a division of Atlus USA called Atlus Online assumed control of the game's Western servers. Atlus USA referred to this move as a "homecoming" for the game due to the brand's deep association with Atlus.<ref>{{cite web|url=http://www.gamasutra.com/view/news/163675/Atlus_assumes_control_of_Shin_Megami_Tensei_MMO_in_North_America.php|title=Atlus assumes control of Shin Megami Tensei MMO in North America|author=Rose, Mike|website=[[Gamasutra]]|date=2012-03-01|archive-url=https://web.archive.org/web/20150130073754/http://www.gamasutra.com/view/news/163675/Atlus_assumes_control_of_Shin_Megami_Tensei_MMO_in_North_America.php|archive-date=2015-01-30|url-status=live}}</ref> Roughly a year later, in May 2013, management of the game transferred to [[Marvelous USA]] when they acquired Atlus Online from its parent company.<ref>{{cite web|url=http://www.gamasutra.com/view/news/191781/XSEED_rebrands_as_Marvelous_USA_acquires_Atlus_Online.php|title=XSEED rebrands as Marvelous USA, acquires Atlus Online|author=Ligman, Kris|website=[[Gamasutra]]|date=2013-05-06|access-date=2016-03-24|archive-url=https://web.archive.org/web/20141026094146/http://www.gamasutra.com/view/news/191781/XSEED_rebrands_as_Marvelous_USA_acquires_Atlus_Online.php|archive-date=2014-10-26|url-status=live}}</ref> Due to the closure of Marvelous USA's PC department, official Western service of ''Imagine'' ended on January 29, 2014, along with multiple other online PC titles supported by the company.<ref name="SMTInaEnd">{{cite web|url=http://steamcommunity.com/app/106010/discussions/0/540732347032546962/?insideModal=1|title=Closure: Marvelous USA, PC Online Division|publisher=[[Steam (service)|Steam Community]]|date=2014-01-28|access-date=2015-05-05|archive-url=https://web.archive.org/web/20151122032809/http://steamcommunity.com/app/106010/discussions/0/540732347032546962/?insideModal=1|archive-date=2015-11-22|url-status=live}}</ref> The Japanese release continued operation for a further two years. Ultimately, citing the continued difficulties in giving players a quality experience, it was announced that the game would close down on May 24, 2016, nine years after it began service.<ref name="SMTIjpClosure">{{cite web|url=http://www.4gamer.net/games/017/G001723/20160311115/|script-title=ja:「真・女神転生IMAGINE」のサービスが5月24日11:00をもって終了に|publisher=[[4Gamer.net]]|language=ja|date=2016-03-11|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160311105012/http://www.4gamer.net/games/017/G001723/20160311115/|archive-date=2016-03-11|url-status=live}}</ref>

The MMO was revived by fans again in November 2023 under a private server called Project New Moon. <ref>{{cite web|url=https://www.rpgsite.net/feature/15517-a-broken-world-preserved-shin-megami-tensei-imagine-mmorpg-preservation|title=A Broken World, Preserved - Shin Megami Tensei: IMAGINE and MMORPG Preservation| publisher=[https://www.rpgsite.net]}}</ref>

==Reception==
When the Japanese closed beta was open for application, over 80,000 applied.<ref>{{cite web|url=http://www.4gamer.net/games/017/G001723/20061117170703/|script-title=ja:「女神転生IMAGINE」,βプレビューに8万人以上の応募者が殺到|publisher=[[4Gamer.net]]|language=ja|date=2006-11-17|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160322225823/http://www.4gamer.net/games/017/G001723/20061117170703/|archive-date=2016-03-22|url-status=live}}</ref> After its open beta began, the game had 100,000 players within just under a month.<ref>{{cite web|url=http://www.4gamer.net/games/017/G001723/20070316164909/|script-title=ja:【リリース】「女神転生IMAGINE」,累計登録者数が10万人を突破|publisher=[[4Gamer.net]]|language=ja|date=2007-03-16|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160322230235/http://www.4gamer.net/games/017/G001723/20070316164909/|archive-date=2016-03-22|url-status=live}}</ref> Two years later, the game had a strong community, and was ranked among Japan's leading online games.<ref name="FamRetro">{{cite web|url=http://www.famitsu.com/game/news/1221849_1124.html|script-title=ja:"OGC 2009"ケイブの新川氏が『真・女神転生IMAGINE』運営の“舞台裏”を公開|language=ja|publisher=[[Famitsu]]|date=2009-02-06|access-date=2016-03-24|archive-url=https://web.archive.org/web/20150420113530/http://www.famitsu.com/game/news/1221849_1124.html|archive-date=2015-04-20|url-status=live}}</ref>

Masashi Ōji, writing for [[4Gamer.net]] after the official release of ''Imagine'', praised multiple aspects of the game, including its story, combat, demon mechanics, flexible character growth system and general sense of belonging within the ''Megami Tensei'' series. One recurring point raised by Ōji was that many features promised had yet to be added at that time, which faulted the experience slightly.<ref name="4Greview">{{cite web|url=http://www.4gamer.net/review/megatenonline/megatenonline.shtml|script-title=ja:数々の困難を乗り越えて新生した,オンライン専用版“メガテン”の実力と可能性 女神転生IMAGINE|language=ja|author=Ōji, Masashi|publisher=[[4Gamer.net]]|date=2007-04-13|access-date=2015-05-06|archive-url=https://web.archive.org/web/20120524191843/http://www.4gamer.net/review/megatenonline/megatenonline.shtml|archive-date=2012-05-24|url-status=live}}</ref> Rob Fahey of [[Eurogamer]] greatly enjoyed the experience, echoing many of the praises given by other journalists, while finding the graphics a little dated, and said that some technical improvements would be positively met.<ref name="EuroPreview">{{cite web|url=http://www.eurogamer.net/articles/shin-megami-tensei-imagine-online-preview|title=Shin Megami Tensei: Imagine Online Preview|author=Fahey, Rob|website=[[Eurogamer]]|date=2009-01-30|access-date=2016-03-24|archive-url=https://web.archive.org/web/20100626062309/http://www.eurogamer.net/articles/shin-megami-tensei-imagine-online-preview|archive-date=2010-06-26|url-status=live}}</ref> Nick Tylwalk of [[Gamezebo]] praised the combat for being much more engaging than other free-to-play games of its type, enjoyed the character customization, and variety of demons, and "excellent" story. His main complaints were a steep learning curve, points where the narrative got lost, and dated-looking graphics and interface. He finished his review by giving the game a score of 3.5 out of 5 stars.<ref name="GameZBreview">{{cite web|url=http://www.gamezebo.com/2012/05/11/shin-megami-tensei-imagine-review/|title=Shin Megami Tensei: Imagine Review|author=Tylwalk, Nick|publisher=[[Gamezebo]]|date=2012-05-11|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160322182438/http://www.gamezebo.com/2012/05/11/shin-megami-tensei-imagine-review/|archive-date=2016-03-22|url-status=live}}</ref>

As part of a news article concerning the game, Earnest Cavalli of ''[[Wired (magazine)|Wired]]'' commented that the game boasted interesting content despite his experiences being from the closed beta version: his opinion was that ''Megami Tensei'' fans would enjoy the game, while those more used to ''[[World of Warcraft]]'' might see it as "a hyper-Japanese ''[[Phantasy Star Online]]'' clone".<ref>{{cite magazine|url=https://www.wired.com/2008/12/shin-megami-ten/|title=Shin Megami Tensei MMO Now Open To The Public|author=Cavalli, Earnest|magazine=[[Wired (magazine)|Wired]]|date=2008-12-31|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160311214959/http://www.wired.com/2008/12/shin-megami-ten/|archive-date=2016-03-11|url-status=live}}</ref> [[GamesRadar]]'s Tyler Nagata listed the game as among the free MMORPGs for PC that were graphically superior to the subscription-based ''World of Warcraft''. Nagata also recommended the game for its friendly community when compared to ''World of Warcraft'': he said that "the usual MMO elitism amongst players doesn’t seem as common in MegaTen. From our experience, it was always easy to find friendly (and helpful) players for groups at hubs".<ref>{{cite web|url=http://www.gamesradar.com/free-mmos-that-look-better-than-wow/|title=Free MMOs That Look Better Than WoW|author=Nagata, Tyler|publisher=[[GamesRadar]]|date=2010-05-27|access-date=2016-03-24|archive-url=https://web.archive.org/web/20160528222722/http://www.gamesradar.com/free-mmos-that-look-better-than-wow/|archive-date=2016-05-28|url-status=live}}</ref> In an article concerning some fresh time with the game after a long absence, Baeu Hindman of [[Joystiq]] said that he greatly enjoyed his time with ''Imagine'', having become more familiar with the combat but still found some aspects of the game fairly obscure, and greatly appreciating the demon design and the systems that went into them. He recommended that players "take their time" with the game.<ref name="EdgRetro">{{cite web|url=http://www.massively.joystiq.com/2010/09/05/rise-and-shiny-recap-shin-megami-tensei-imagine-online/|title=Rise and Shiny recap: Shin Megami Tensei: Imagine Online|author=Hindman, Beau|work=[[Joystiq]]|publisher=[[AOL]]|date=2010-09-05|access-date=2016-03-24|archive-url=https://web.archive.org/web/20110208052329/http://massively.joystiq.com/2010/09/05/rise-and-shiny-recap-shin-megami-tensei-imagine-online/|archive-date=2011-02-08|url-status=dead}}</ref>

==Lawsuit==
In December 2021, Atlus filed a lawsuit against an individual illegally re-hosting the game online as well as the creators of the server emulator. The targets of the suit are the owner of 'Rekueimu Games' and members of a group called COMP_hack. The court documents were made public in September 2022. Atlus alleges that their copyright was infringed, as Rekuiemu Games hosted a website that was a near exact copy of Atlus' website and COMP_Hack distributed a functional server emulator for ''Shin Megami Tensei: Imagine''. One of the main sources of Atlus' complaints was that the offending website contained false copyright information for 'Rekueimu Games', who do not own ''Shin Megami Tensei: Imagine'' or any of its associated media. The court document states that Atlus believes that the 'unauthorized acts as described herein have caused and will continue to cause irreparable damage to Atlus'. Atlus believes that the groups have violated 17 U.S.C. § 50 three times and [[Digital Millennium Copyright Act]], 17 U.S.C. § 1202 once.<ref>Atlus Co., Ltd. v. John Doe 1 (1:21-cv-11102), District Court, S.D. New York, https://www.courtlistener.com/docket/61647201/atlus-co-ltd-v-john-doe-1/</ref><ref>Atlus Co., Ltd. v. John Doe 1 (1:21-cv-11102), District Court, S.D. New York, https://storage.courtlistener.com/recap/gov.uscourts.nysd.572491/gov.uscourts.nysd.572491.24.0.pdf</ref>

Controversy began online when people mistakenly believed another group named ReIMAGINE, who used the same server emulator and provided a similar service as Rekueimu Games, was being targeted by the lawsuit, as their servers coincidentally went down on the same day as the suit became public knowledge. News articles then ran this story without doing their due diligence, and the ReIMAGINE team was forced to put out a statement saying they were not being targeted by Atlus.<ref>{{cite news |last=Robinson |first=Andy |date=26 September 2022 |title=Atlus is suing fans who resurrected its long-closed Shin Megami Tensei MMO |url=https://www.videogameschronicle.com/news/atlus-is-suing-fans-who-resurrected-its-long-closed-shin-megami-tensei-mmo/ |access-date=10 October 2022}}</ref><ref>{{cite news |last=Miyai |first=Junior |date=26 September 2022 |title=Atlus suing fans behind project to resurrect hit game |url=https://www.news.com.au/technology/gaming/court-summons-creator-of-game-preservation-project/news-story/4a2713893fc4262e5ca529f235a6a9b3 |access-date=10 October 2022}}</ref><ref>{{cite news |last=Nightingale |first=Ed |date=27 September 2022 |title=Atlus sues fans behind Shin Megami Tensei MMO recreation |work=[[Eurogamer]] |url=https://www.eurogamer.net/atlus-sues-fans-behind-shin-megami-tensei-mmo-recreation |url-status=live |access-date=10 October 2022 |archive-url=https://web.archive.org/web/20220927103615/https://www.eurogamer.net/atlus-sues-fans-behind-shin-megami-tensei-mmo-recreation |archive-date=27 September 2022}}</ref> As a result of the press attention, ReIMAGINE chose to close their services on the 26th of September.<ref>{{cite web |url=https://www.reddit.com/r/Megaten/comments/xoka7j/official_word_from_the_reimagine_team_regarding/ |title=Official word from the ReIMAGINE team regarding its closure (posted today at 9:45 AM EST) |author=<!--Not stated--> |date=26 September 2022 |website=Discord |publisher=Reddit |access-date=10 October 2022}}</ref>{{Better source needed|reason=The current source is insufficiently reliable ([[WP:USERGENERATED]]). In addition, r/Megaten is one of the subreddits that seems to be private for the foreseeable future, so only existing subreddit members can actually read the post right now.|date=June 2023}}

==Notes==
{{notelist}}


==References==
==References==
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==External links==
==External links==
* {{Official website|http://megaten.marvelous-usa.com/}} {{en icon}}
* {{Official website|http://www.megatenonline.com}} {{in lang|ja}}
* {{Official website|http://www.megatenonline.com}} {{jp icon}}
* {{Official website|http://megaten.aeriagames.com/}} {{in lang|en}} (2007–2012)
* {{Official website|http://megaten.atlusonline.com/}} {{in lang|en}} (2012–2013)
* {{Official website|http://megaten.marvelous-usa.com/}} {{in lang|en}} (2013–2014)
{{Megami Tensei series}}
{{Megami Tensei series}}
{{good article}}


[[Category:2007 video games]]
[[Category:2007 video games]]
[[Category:2007 MMORPGs]]
[[Category:Massively multiplayer online role-playing games]]
[[Category:Cyberpunk video games]]
[[Category:Cyberpunk video games]]
[[Category:Science fiction video games]]
[[Category:Science fiction video games]]
[[Category:Shin Megami Tensei]]
[[Category:Cave (company) games]]
[[Category:Cave (company) games]]
[[Category:Free online games]]
[[Category:Free online games]]
[[Category:Massively multiplayer online role-playing games]]
[[Category:Inactive massively multiplayer online games]]
[[Category:Megami Tensei]]
[[Category:Video games about demons]]
[[Category:Video games developed in Japan]]
[[Category:Video games set in Tokyo]]
[[Category:Windows games]]
[[Category:Windows games]]
[[Category:Windows-only games]]
[[Category:Atlus games]]
[[Category:Atlus games]]
[[Category:Aeria Games games]]

Latest revision as of 19:19, 30 November 2024

Shin Megami Tensei: Imagine
Logo for Imagine post-2008[4]
Developer(s)Cave
GungHo Online Entertainment
Publisher(s)
Director(s)Hajime Tanigawa
Producer(s)Hideo Yokoyama
Haruka Shinkawa
Composer(s)Kenichi Yoshikawa
Daisuke Matsumoto
SeriesMegami Tensei
Platform(s)Windows
Release
Genre(s)MMORPG
Mode(s)Multiplayer

Shin Megami Tensei: Imagine,[a] formerly known as Megami Tensei Online: Imagine, was a massively multiplayer online role-playing game (MMORPG) for Windows. It is part of the Megami Tensei series, and was developed by CAVE and later on GungHo Online Entertainment under license from the series creator Atlus. Originally released in Japan in 2007, it was later released in North America in 2008, then in Europe in 2009. Imagine is set between Shin Megami Tensei and its sequel, in the aftermath of a war which devastated humanity and prompted the arrival of hostile demons split into two opposing factions: Law and Chaos. The player character, a Demon Buster, is tasked with interacting with and fighting the demons that infest post-apocalyptic Tokyo. The gameplay uses real-time combat in open environments similar to other MMORPGs, while carrying over the Megami Tensei series' recurring demon recruitment and fusion mechanics.

Imagine originated as an attempt at developing an online version of Shin Megami Tensei: Nine for PC after Nine's online version was cancelled. The game's development lasted for over four years. For the first three and a half years, it was produced by Atlus as an online role-playing game. Development was then transferred to CAVE and continued for a further twenty months: during this period, it became and was marketed as an MMORPG. Upon release, it was critically acclaimed and attracted a large player following in Japan. The Western version was handled by multiple companies until its closure in January 2014. The Japanese version closed down in May 2016, nine years after beginning service.

Gameplay

[edit]
Combat in Shin Megami Tensei: Imagine, showing the player character, interface, and assigned demon.

Shin Megami Tensei: Imagine is a free-to-play massively multiplayer online role-playing game (MMORPG) set in post-apocalyptic Tokyo. Players take control of a "Demon Buster", an avatar whose gender and appearance are selected by the player. Using the tower city Shinjuku Babel as a base, players explore various locations including the surface and underground areas. In Shinjuku Babel, players accept quests from non-player characters (NPCs); switch out their equipment and weapons, and buy new items from shops run by NPCs. While most of the items can be bought using in-game currency, higher-status items can be bought for real money. Players can explore on their own, or team up in groups to take on more difficult parts of the game. The game is delivered in "chapters" that advance the story, along with various optional sidequests that grant experience points and in-game currency upon completion.[5][6][7] Combat in Imagine plays out in real-time in the game's environments, with attack options varying from short-range melee to long-range physical and magical attacks. As with other MMORPGs such as World of Warcraft, various abilities are mapped to face buttons and each ability has a cooldown timer. Real-time commands given by the player enables their avatar to block, dodge and counterattack. Different enemies are resistant or weak to different weapons and abilities.[5][6][7][8]

As with previous Megami Tensei games, demons are central to combat. They are acquired by the player through real-time negotiation: upon contacting a demon, they must successfully negotiate a conversation with them which can entail either friendly persuasion or intimidation of a demon. Once a demon is allied with the player, they aid them in combat: only one demon can be summoned at any one time, and when summoned that demon follows the player around as they navigate environments. Each time a demon is summoned, it costs a certain amount of magnetite, an in-game currency. Several demons can be held by them on the go, while further demons can be stored in Shinjuku Babel. Demons and the player gain experience levels separately: when the avatar has gained a level, they can assign stat points to various attributes. These in turn effect their abilities in battle and further skill development.[8][9] Two different demons can be fused into a new demon in a location known as the Cathedral of Shadows: upon fusion, the new demon can inherit different skills from its demon parents. The skills a demon possesses can be altered or enhanced depending on their use in battles.[8][9]

Synopsis

[edit]

Imagine is set in post-apocalyptic Tokyo. In the events leading up to Imagine, which were depicted in Shin Megami Tensei. Humanity began experimenting with new technologies during the 1990s: among the discoveries made was the fact that all life and reality was made up of data. When demons began appearing across the world, chaos ensued with the rising of opposing factions supported by human sympathizers: servants of God who sought to bring order, and servants of Lucifer who spread chaos. The conflict culminated into the international launching of ICBMs, which devastated the world and left humanity at the mercy of demons. During the events of Shin Megami Tensei, a group of young people defied both God and Lucifer in creating a world where humans could flourish again.[1][10]

Taking place in a time period referred to as "202X", Imagine takes place in the gap between Shin Megami Tensei and its direct sequel, following on from the first game's neutral ending: despite these connections, Imagine is a self-contained narrative with its own characters. Humanity lives in a new metropolis called Shinjuku Babel, founded by the Seven Philosophers as a new home for Tokyo's survivors. At the opening of Imagine, three mysterious towers appear that warp the land around them and trigger a resurgence of demons which start attacking the human population. The player character, a young Demon Buster, investigates a series of attacks on underground shelter. They are soon drawn into a conflict between the Order of Messiah (followers of God), and the Ring of Gaea (followers of Lucifer), and must explore and discover the true origins of the towers. The story is influenced by player decisions, which can shift between Law, Chaos, and Neutral routes.[5][10][11]

Development

[edit]

Shin Megami Tensei: Imagine originated in 2003 as a Windows port of the online version of Shin Megami Tensei: Nine.[12] Nine was initially planned as an online multiplayer game for the Xbox, but during its development the online elements were removed due to rising costs, with an offline single-player version released in 2002.[13] Eventually, due to development problems and the profitability of online games, the online Xbox version was cancelled in 2003. However, developer Atlus confirmed that they were creating an online version of Nine for PC due to the more lucrative market.[14] During its early development, the PC version of Nine was renamed Shin Megami Tensei: Imagine, continuing development as a different entity for approximately three and a half years.[12] The original music for the title was composed by series newcomer Kenichi Yoshikawa: tracks for earlier games by Shoji Meguro and Tsukasa Masuko were used in an arranged form.[15] After 2012, music composition was taken over by Daisuke Matsumoto.[16]

When first revealed, the game was primarily developed by Atlus, with the online infrastructure being developed by the Japanese company ISAO. It was classified as an "online role-playing game" which got round the server-based problems of MMORPGs by using a single server for all players.[17] By 2005, Atlus had licensed its development to CAVE; for the game's development, a new subsidiary called CAVE Online was created, made up of former Atlus staff members.[18][19] This subsidiary merged back into CAVE by September 2006 during the final year of work on the game.[20] The total length of time in which CAVE worked on the title has been estimated as about 20 months.[12] The game used a version of the Virtual Community Engine (VCE), a middleware engine that enabled the centralization of servers and networking, aiming for a smooth and fast running experience for players.[21] An important part of the development process for its designers was accurately translating Kazuma Kaneko's demon designs into 3D.[16]

According to director Hajime Tanigawa, its gameplay was based around prevalent South Korean online role-playing games for PC.[22] Tanigawa joined when the title shifted to being an MMORPG, and he estimated development time in this form at ten months. At the beginning of development, the team decided to release a working form of the game within a year. This was managed by narrowing the amount of time spent on the early concept work, instead taking inspiration directly from other titles, including titles within the Megami Tensei series: Tanigawa said that without this, development might have lasted up to three years. When the closed beta began, many of the game's final functions had yet to be implemented. A free-to-play model was adopted as the team wanted to bring in the maximum number of players into the game. While making the game completely free and using in-game advertising as a means of earning money was an option, this had yet to become commercially viable in Japan at the time.[23] In early 2007, CAVE partnered with Gung Ho Online Entertainment, a Japanese company experienced with online games who could co-manage the game with CAVE.[23][24] According to Tanigawa, the partnership with Gung Ho Online opened up the possibility of expansion into Asian and Western markets.[23]

Release

[edit]

Imagine was first announced in July 2004 under the title Shin Megami Tensei Online: Imagine, with its first public appearance coming at the 2003 Tokyo Character Show.[25][26] After a limited beta test at a commercial event, news on the game ended until July 2005, when it was re-revealed as an MMORPG at that year's Tokyo Game Show.[18][27] After another prolonged silence, a closed beta test was announced in June 2006 for the end of that year, along with the game's rebranding as Megami Tensei Online: Imagine.[27] The closed beta lasted across November and December 2006. In February 2007, the game entered open beta.[28] A physical Premium Package, featuring special items and in-game bonus codes, released on March 30.[29] Official service started on April 4 of that year.[2] In December 2007, a second physical release dubbed the "Memorial Package" was released.[30] Multiple features, such as demon mounts for players and zones like an arena and casino, were being developed for later updates when the game released. The time between updates was estimated at between two and three months.[31] The game remained under the Megami Tensei Online: Imagine title until its first anniversary: the game underwent a revision, changing its name to Shin Megami Tensei: Imagine and giving it a new logo. Both the new title and logo would remain throughout its life.[4][32] Over its nine-year lifetime, the game received frequent large and small-scale updates, and underwent staff changes: many of these changes went to adding new demons and expanding demon fusion options, along with creating new zones and storylines.[16][33][34][35]

After initial rumors, a release in North America and Europe was confirmed in September 2008 by Aeria Games, its Western publishers.[19][36] According to Aeria Games localization expert Michael Stevens, Aeria Games decided to pick up the Western publishing rights for Imagine after being favorably impressed by the gameplay, along with requests from series fans for a Western release of the game. For the game's localization, CAVE hired professional translators to convert the game's Japanese text into English, then both Aeria Games and Atlus USA checked the results over for mistakes and made revisions where necessary.[11] Closed beta tests for North America and Europe began in November 2008.[37] The game went into open beta on December 31, 2008, in North America.[1] In Europe, the open beta began on January 5, 2009.[3] Through a partnership with CodeWeavers, the game was made compatible for then-current Macintosh systems in March 2009.[38]

Aeria Games managed the game until March to April 2012, when a division of Atlus USA called Atlus Online assumed control of the game's Western servers. Atlus USA referred to this move as a "homecoming" for the game due to the brand's deep association with Atlus.[39] Roughly a year later, in May 2013, management of the game transferred to Marvelous USA when they acquired Atlus Online from its parent company.[40] Due to the closure of Marvelous USA's PC department, official Western service of Imagine ended on January 29, 2014, along with multiple other online PC titles supported by the company.[41] The Japanese release continued operation for a further two years. Ultimately, citing the continued difficulties in giving players a quality experience, it was announced that the game would close down on May 24, 2016, nine years after it began service.[32]

The MMO was revived by fans again in November 2023 under a private server called Project New Moon. [42]

Reception

[edit]

When the Japanese closed beta was open for application, over 80,000 applied.[43] After its open beta began, the game had 100,000 players within just under a month.[44] Two years later, the game had a strong community, and was ranked among Japan's leading online games.[45]

Masashi Ōji, writing for 4Gamer.net after the official release of Imagine, praised multiple aspects of the game, including its story, combat, demon mechanics, flexible character growth system and general sense of belonging within the Megami Tensei series. One recurring point raised by Ōji was that many features promised had yet to be added at that time, which faulted the experience slightly.[6] Rob Fahey of Eurogamer greatly enjoyed the experience, echoing many of the praises given by other journalists, while finding the graphics a little dated, and said that some technical improvements would be positively met.[8] Nick Tylwalk of Gamezebo praised the combat for being much more engaging than other free-to-play games of its type, enjoyed the character customization, and variety of demons, and "excellent" story. His main complaints were a steep learning curve, points where the narrative got lost, and dated-looking graphics and interface. He finished his review by giving the game a score of 3.5 out of 5 stars.[5]

As part of a news article concerning the game, Earnest Cavalli of Wired commented that the game boasted interesting content despite his experiences being from the closed beta version: his opinion was that Megami Tensei fans would enjoy the game, while those more used to World of Warcraft might see it as "a hyper-Japanese Phantasy Star Online clone".[46] GamesRadar's Tyler Nagata listed the game as among the free MMORPGs for PC that were graphically superior to the subscription-based World of Warcraft. Nagata also recommended the game for its friendly community when compared to World of Warcraft: he said that "the usual MMO elitism amongst players doesn’t seem as common in MegaTen. From our experience, it was always easy to find friendly (and helpful) players for groups at hubs".[47] In an article concerning some fresh time with the game after a long absence, Baeu Hindman of Joystiq said that he greatly enjoyed his time with Imagine, having become more familiar with the combat but still found some aspects of the game fairly obscure, and greatly appreciating the demon design and the systems that went into them. He recommended that players "take their time" with the game.[7]

Lawsuit

[edit]

In December 2021, Atlus filed a lawsuit against an individual illegally re-hosting the game online as well as the creators of the server emulator. The targets of the suit are the owner of 'Rekueimu Games' and members of a group called COMP_hack. The court documents were made public in September 2022. Atlus alleges that their copyright was infringed, as Rekuiemu Games hosted a website that was a near exact copy of Atlus' website and COMP_Hack distributed a functional server emulator for Shin Megami Tensei: Imagine. One of the main sources of Atlus' complaints was that the offending website contained false copyright information for 'Rekueimu Games', who do not own Shin Megami Tensei: Imagine or any of its associated media. The court document states that Atlus believes that the 'unauthorized acts as described herein have caused and will continue to cause irreparable damage to Atlus'. Atlus believes that the groups have violated 17 U.S.C. § 50 three times and Digital Millennium Copyright Act, 17 U.S.C. § 1202 once.[48][49]

Controversy began online when people mistakenly believed another group named ReIMAGINE, who used the same server emulator and provided a similar service as Rekueimu Games, was being targeted by the lawsuit, as their servers coincidentally went down on the same day as the suit became public knowledge. News articles then ran this story without doing their due diligence, and the ReIMAGINE team was forced to put out a statement saying they were not being targeted by Atlus.[50][51][52] As a result of the press attention, ReIMAGINE chose to close their services on the 26th of September.[53][better source needed]

Notes

[edit]
  1. ^ Shin Megami Tensei: Imagine (真・女神転生IMAGINE, lit. True Goddess Reincarnation: Imagine)

References

[edit]
  1. ^ a b c "Shin Megami Tensei: Imagine". Cave. Archived from the original on 2015-05-24. Retrieved 2016-03-24.
  2. ^ a b Shin Megami Tensei Imagine Official Website (in Japanese). Shin Megami Tensei: Imagine Official Website. 2016-03-13. Archived from the original on 2016-03-23. Retrieved 2016-03-24.
  3. ^ a b Welsh, Oli (2009-01-05). "Beta opens for Shin Megami Tensei MMO". Eurogamer. Archived from the original on 2011-04-29. Retrieved 2016-03-24.
  4. ^ a b 正式サービス一周年の「女神転生IMAGINE」,タイトルを「真・女神転生IMAGINE」に変更。同時に新ワールド「クー・フーリン」がオープン (in Japanese). 4Gamer.net. 2008-04-04. Archived from the original on 2010-01-03. Retrieved 2016-03-24.
  5. ^ a b c d Tylwalk, Nick (2012-05-11). "Shin Megami Tensei: Imagine Review". Gamezebo. Archived from the original on 2016-03-22. Retrieved 2016-03-24.
  6. ^ a b c Ōji, Masashi (2007-04-13). 数々の困難を乗り越えて新生した,オンライン専用版“メガテン”の実力と可能性 女神転生IMAGINE (in Japanese). 4Gamer.net. Archived from the original on 2012-05-24. Retrieved 2015-05-06.
  7. ^ a b c Hindman, Beau (2010-09-05). "Rise and Shiny recap: Shin Megami Tensei: Imagine Online". Joystiq. AOL. Archived from the original on 2011-02-08. Retrieved 2016-03-24.
  8. ^ a b c d Fahey, Rob (2009-01-30). "Shin Megami Tensei: Imagine Online Preview". Eurogamer. Archived from the original on 2010-06-26. Retrieved 2016-03-24.
  9. ^ a b ケイブオンライン、「女神転生 IMAGINE」悪魔との関わり合いを紹介本作ならではの悪魔交渉システム、合体、遺伝システムのコンセプトとは? (in Japanese). Game Watch Impress. 2006-08-25. Archived from the original on 2013-06-28. Retrieved 2016-03-24.
  10. ^ a b ケイブ、「女神転生 IMAGINE」。大破壊から復興する東京......世界観とスタート地点のフィールドを紹介 (in Japanese). Game Watch Impress. 2006-09-22. Archived from the original on 2013-06-28. Retrieved 2016-03-24.
  11. ^ a b Yip, Spencer (2008-12-15). "No Need To Imagine: A Shin Megami Tensei: Imagine Online Interview". Siliconera. Archived from the original on 2013-01-28. Retrieved 2016-03-24.
  12. ^ a b c (52)いよいよ昨日正式サービスが始まったよ〜! (in Japanese). Shin Megami Tensei: Imagine Developer Blog. 2007-04-05. Archived from the original on 2007-07-01. Retrieved 2016-03-24.
  13. ^ Long, Andrew (2002). "Atlus Splices Shin Megami Tensei Nine". RPGamer. Archived from the original on 2015-04-02. Retrieved 2015-09-22.
  14. ^ Niizumi, Hirohiko (2003-08-11). "Xbox Live version of Shin Megami Tensei Nine canceled". GameSpot. Archived from the original on 2015-09-05. Retrieved 2015-09-22.
  15. ^ Gann, Patrick (2009-03-28). "Megami Tensei Online IMAGINE OST". RPGFan. Archived from the original on 2016-03-06. Retrieved 2016-03-24.
  16. ^ a b c 「真・女神転生IMAGINE」7周年記念インタビュー。記念イベントの概要やBGMの制作秘話,そして10周年に向けた展望を新川はるか氏らに聞いた (in Japanese). 4Gamer.net. 2014-04-05. Archived from the original on 2014-08-22. Retrieved 2016-03-24.
  17. ^ 真・女神転生オンラインゲーム発表!画面集追加 (in Japanese). ITMedia. 2004-07-23. Archived from the original on 2004-12-08. Retrieved 2016-03-24.
  18. ^ a b Winkler, Chris (2005-07-13). "Shin Megami Tensei Online IMAGINE Co-Developer Revealed". RPGFan. Archived from the original on 2015-09-05. Retrieved 2016-03-24.
  19. ^ a b Yip, Spencer (2008-09-09). "Imagine a Shin Megami Tensei MMORPG getting licensed to Aeria Games". Siliconera. Archived from the original on 2014-08-22. Retrieved 2016-03-24.
  20. ^ ケイブ、MMORPG「女神転生 IMAGINE」MO要素を取り込んだダンジョンシステムを紹介. Game Watch Impress. 2006-09-08. Archived from the original on 2013-06-28. Retrieved 2016-03-24.
  21. ^ ケイブ・オンライン・エンターテイメント、「女神転生 IMAGINE」の通信ミドルウェアに「VCE」を採用 (in Japanese). Game Watch Impress. 2006-07-14. Archived from the original on 2013-06-28. Retrieved 2016-03-24.
  22. ^ 「女神転生 IMAGINE」開発バージョンレポートスキル制のキャラクタシステムや、仲魔達との関わり、基本システムが明らかに (in Japanese). Game Watch Impress. 2006-09-25. Archived from the original on 2013-05-10. Retrieved 2016-03-24.
  23. ^ a b c 「女神転生IMAGINE」,プロデューサー谷川ハジメ氏が語る開発秘話とアップデート予定,そして未来像について<前編> (in Japanese). 4Gamer.net. 2007-04-18. Archived from the original on 2016-03-22. Retrieved 2016-03-24.
  24. ^ ガンホーとケイブが提携し,「女神転生IMAGINE」をガンホーゲームズで提供 (in Japanese). 4Gamer.net. 2007-01-17. Archived from the original on 2008-02-07. Retrieved 2016-03-24.
  25. ^ Niizumi, Hiroki (2004-07-22). "Atlus announces new MMORPG". GameSpot. Archived from the original on 2016-12-13. Retrieved 2016-03-24.
  26. ^ 「東京キャラクターショー2004」幕張で開幕例年よりゲーム関連の出展が目立つ. Game Watch Impress. 2004-07-24. Archived from the original on 2014-09-10. Retrieved 2016-03-24.
  27. ^ a b 「女神転生IMAGINE」に動きが! 今冬βテストへ. 4Gamer.net. 2006-06-26. Archived from the original on 2009-08-01. Retrieved 2016-03-24.
  28. ^ ケイブ、WIN「女神転生 IMAGINE」オープンβテストを2月14日より実施 (in Japanese). Game Watch Impress. 2007-02-07. Archived from the original on 2013-06-28. Retrieved 2016-03-24.
  29. ^ 『女神転生IMAGINE』プレミアムパッケージが3月30日に発売 (in Japanese). Dengeki Online. 2007-03-15. Archived from the original on 2008-07-06. Retrieved 2016-03-24.
  30. ^ 「女神転生IMAGINE」,メモリアルパッケージ発売&公式サイトがリニューアル (in Japanese). 4Gamer.net. 2007-11-26. Archived from the original on 2008-02-12. Retrieved 2016-03-24.
  31. ^ 「女神転生IMAGINE」,プロデューサー谷川ハジメ氏が語る開発秘話とアップデート予定,そして未来像について<後編> (in Japanese). 4Gamer.net. 2007-04-20. Archived from the original on 2009-08-01. Retrieved 2016-03-24.
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