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| released = {{vgrelease|JP=April 4, 2007<ref name="JPrelease"/>|NA=December 31, 2008<ref name="ImagineNA"/>|EU=January 5, 2009<ref name="EUrelease"/>}}
| released = {{vgrelease|JP=April 4, 2007<ref name="JPrelease"/>|NA=December 31, 2008<ref name="ImagineNA"/>|EU=January 5, 2009<ref name="EUrelease"/>}}
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{{nihongo|'''''Shin Megami Tensei: Imagine'''''|真・女神転生IMAGINE|lead=yes}}, formally known as ''Megami Tensei Online: Imagine'', is a [[massively multiplayer online role-playing game]] (MMORPG) for [[Microsoft Windows]] [[personal computer]]s. Forming part of the ''[[Megami Tensei]]'' series, it was developed by [[Cave (company)|Cave]] under license from [[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 [[Shin Megami Tensei II|direct 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-Cataclysm Tokyo. The gameplay uses real-time combat in , while carrying over the ''Megami Tensei'' series' recurring demon recruitment and fusion mechanics.
{{nihongo|'''''Shin Megami Tensei: Imagine'''''|真・女神転生IMAGINE|lead=yes}}, formally known as ''Megami Tensei Online: Imagine'', is a [[massively multiplayer online role-playing game]] (MMORPG) for [[Microsoft Windows]] [[personal computer]]s. Forming part of the ''[[Megami Tensei]]'' series, it was developed by [[Cave (company)|Cave]] under license from [[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 [[Shin Megami Tensei II|direct 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-Cataclysm 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 PCs after the original version'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 2014. The Japanese version is scheduled for closure in May 2016.
''Imagine'' originated as an attempt at developing an online version of ''[[Shin Megami Tensei: NINE]]'' for PCs after the original version'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 2014. The Japanese version is scheduled for closure in May 2016.

Revision as of 19:38, 24 March 2016

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

Shin Megami Tensei: Imagine (Japanese: 真・女神転生IMAGINE), formally known as Megami Tensei Online: Imagine, is a massively multiplayer online role-playing game (MMORPG) for Microsoft Windows personal computers. Forming part of the Megami Tensei series, it was developed by Cave under license from 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 direct 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-Cataclysm 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 PCs after the original version'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 2014. The Japanese version is scheduled for closure in May 2016.

Gameplay

Synopsis

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.[2][5]

Taking place in a time period referred to as "20XX", 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][6]

Development

Shin Megami Tensei: Imagine originated in 2003 as a port for Microsoft Windows personal computers (PCs) of the online version of Shin Megami Tensei: NINE.[7] Originally developed for Xbox, NINE was initially planned as an online multiplayer game. During its development, the online elements were removed and began development as a separate release due to rising costs, with an offline single-playing version released in 2002.[8] 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 PCs due to the more lucrative market.[9] 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.[7] 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.[10] After 2012, music composition was taken over by Daisuke Matsumoto.[11]

When first revealed, the game was being primarily developed by Atlus, with the online infrastructure being developed by 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.[12] By 2005, Atlus had licensed its development to Cave, a company then better known for its shooter games: for the game's development, a new subsidiary called Cave Online was created, made up of former Atlus staff members.[13][14] This subsidiary merged back into Cave by September 2006 during the final year of work on the game.[15] The total length of time in which Cave worked on the title has been estimated as about 20 months.[7] 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 gamers.[16] An important part of the development process for its designers was accurately translating the demon designs of Kazuma Kaneko into 3D.[11]

According to director Hajime Tanigawa, its gameplay was based around prevalent Korean online role-playing games for PCs.[17] 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.[18] 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.[18][19] According to Tanigawa, the partnership with Gung Ho Online opened up the possibility of expansion into Asian and Western markets.[18]

Release

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.[20][21] 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.[13][22] 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.[22] The closed beta lasted across November and December 2006. In February 2007, the game entered open beta.[23] A physical Premium Package, featuring special items and in-game bonus codes, released on March 30.[24] Official service started on April 4 of that year.[1] In December 2007, a second physical release dubbed the "Memorial Package" was released.[25] 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.[26] 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][27] 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.[11][28][29][30]

After initial rumors, a release in North America and Europe was confirmed in September 2008 by Aeria Games, its Western publishers.[14][31] 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.[6] Closed beta tests for North America and Europe began in November 2008.[32] The game went into open beta on December 31, 2008 in North America.[2] 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.[33] 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.[34] Roughly a year later, in May 2013, management of the game transferred to Marvelous USA when they acquired Atlus Online from its parent company.[35]

Due to the closure of Marvelous USA's PC department, official Western service of Imagine ended in January 2014, along with multiple other online PC titles supported by the company.[36] 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 in May 2016, nine years after it began service.[27]

Reception

References

  1. ^ 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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  2. ^ a b c "Shin Megami Tensei: Imagine". Cave. Archived from the original on 2015-05-24. Retrieved 2016-03-24. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
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  5. ^ 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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  6. ^ 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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
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  16. ^ 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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  17. ^ 「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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
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  20. ^ Niizumi, Hiroki (2004-07-22). "Atlus announces new MMORPG". GameSpot. Archived from the original on 2016-03-22. Retrieved 2016-03-24. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  21. ^ 「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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  22. ^ 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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  23. ^ 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. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
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