Soul Hackers 2 is a lot like Shin Megami Tensei and its increasingly popular spin-off series Persona. It has the enjoyable turn-based combat, demons we've all come to know and love, and vast dungeons to explore. It also tells a fairly entertaining story complete with a spin on social links, character interactions, and hangout spots. The problem is Soul Hackers 2 does virtually all of this worse. It's a good game, but it can't hold a candle to the Atlus greats.
As an entry in a series with just one other instalment from the 1990s — which was remade for just the Nintendo 3DS in 2013 — the number two at the end of the game's title may understandably have some people worried. After all, you're not going to find a GameStop shelf packed full of Shin Megami Tensei: Devil Summoner: Soul Hackers copies in the year 2022.
However, you needn't fret because Soul Hackers 2 assumes no prior knowledge whatsoever. Maybe you'll miss out on one or two minor references (we haven't played the original game either), but this is a standalone story that introduces itself as if it's a new IP where everyone is a newcomer.
That narrative focuses on Ringo and Figue, two humanoids created by an AI named Aion. This artificial intelligence is designed to observe humanity from afar, except it must intervene when it learns the end of the world is nigh. Something known as the Great One is being called upon, and the twosome must put a stop to it by preventing objects of power called Covenants from falling into the wrong hands.
While you start the journey alone, you’ll quickly assemble a party of four, filled with oddballs and contrasting personalities. Much of the story is character-focused, detailing how the various Devil Summoner factions relate to one another and crafting plot twists around them. The motivations of the antagonist are compelling too, with cool character design making them a real focal point for the plot as it unfolds. It's a neat story typical of a JRPG, but it's unlikely to go down as a particularly memorable one.
Cutscenes remain engaging throughout and the story does enough to keep things interesting. However, they lack the intrigue of a Persona 5 plot point or the gripping nature of a Shin Megami Tensei twist. Although the narrative has its moments, it's abundantly clear Soul Hackers 2 wasn’t afforded the same sort of budget as Atlus' premier RPGs. The story suffers somewhat as a result.
So too do the locations you're able to explore outside of dungeons. During downtime, shops can be rummaged through to source new items and equipment, side quests can be completed for bonus loot and money, and a bar can be visited to improve your Soul Level with party members. These outlets and attractions are situated on incredibly short and narrow streets that leave absolutely no room for exploration outside of the random townsfolk you can chat to.
It's almost as if the game recognises there's little point to the cobblestones outside: you can fast travel directly to every store and business once you've discovered them. There's little to do outside of combat; the only characters you can create any sort of bond with are your core party members. And even then, they're limited to simple Soul Levels that increase through dialogue responses.
Once you do get into a dungeon and rough some demons up, though, Soul Hackers 2 takes a much more positive turn. Its turn-based combat system is a lot like other Atlus RPGs: it's really fun to engage with, super stylish, and addictive to the point where you're actively searching for battles. It's all very familiar if you've played recent titles from the developer, but it has a formula that works.
The usual selection of magical abilities and physical attacks are at your disposal. So too are items, using your turn to block, and attempting to escape the scene. Exploiting enemy weaknesses is the key to winning fights, which are discovered by experimenting and reading into the sort of skills they throw back at you. While not quite as difficult as a Shin Megami Tensei V, a number of challenging encounters await — particularly boss fights with unique abilities.
Something the game does differently from the rest is a new mechanic called Stacking. Instead of gaining an extra turn after targeting an enemy's Achilles heel, you'll build up stacks that form one almighty attack once your party members have had their go. This adds a new layer of strategy to the experience whereby you can nick stacks off a stronger enemy — even if it hardly does any damage — in order to drain the HP of every demon in front of you. Reach a high Stacking count and it's possible to wipe a full lineup of foes in one go.
With added depth, the combat system doesn't feel like a rehash of prior Atlus efforts. While it may look almost indistinguishable from the outside, Soul Hackers 2 creates its own little corner that rewards aggression and experimentation with stronger attacks down the line. Throw in some enemies that can change their elemental flaws on the fly and you've got a demonic force that keeps you on your toes.
All of those encounters take place in dungeons, which represent far and away the worst thing about the JRPG. Some of the most uninspired, lifeless, boring locations await with recycled corridors and hallways providing an incredibly dull backdrop for the battles at hand. These areas aren't like your stylised Persona 5 Palaces; they're basic shopping malls and shipping districts without even a hint of personality.
Some new mechanics are introduced partway through to add a small hint of complexity, but all they really do is make you wander the repetitive and mind-numbing passageways of the dungeons some more. It cannot be overstated how genuinely crap they are. It's almost as if Atlus forgot about them until the last minute and then hurriedly slapped together some assets. But, of course, that's not actually the case. They were all designed like this right from the off.
Even the map used to navigate the dungeons is rubbish. Its labyrinthine nature scrawls all over the screen and manages to get in your way despite being fairly translucent on-screen. For as enjoyable combat is inside dungeons, anything else you do in them outside of the story is as dull as dishwater.
It's quite a bizarre contrast, really, because Soul Hackers 2 retains that stylish, colourful nature of an Atlus game in its menus and pretty much anywhere outside of a dungeon. The streets — as small as they are — are alive with activity and vibes. Stylish transitions seamlessly switch you between cutscenes and gameplay, and the menus in-between are trendy and hip. It's a really cool game to look at in the right areas, and wonderful character art makes dialogue pop.
Background scenes are the true stars of the show, though. Pay a visit to any one of the stores stocking combat supplies and you'll be greeted by a flat but stylish image complete with a shopkeeper just as funky. Atlus knows what it excels at in the art department, and its latest lives up to those expectations most of the time. Why this fashionable approach wasn't carried into the dungeons will forever remain a mystery.
Conclusion
Soul Hackers 2 is a competent Atlus JRPG that will tick a lot of boxes for fans of the genre, but it falls well short of being that next breakout star from Japan. With awful dungeon design and little else to do outside of them, it falls upon the engaging combat system and interesting enough narrative to pick up the pieces. It's by no means the next must-play JRPG, but there's just enough to Soul Hackers 2 that warrants a playthrough.
Comments 47
Seems like a true sequel to the first Soul Hackers, in both the good ways and bad ways!
The dungeons looked pretty generic and corridor-esque in the footage I saw pre-release, yeah. Much more forgivable in the original Sega Saturn game.
I've played SMT V, so I know Atlus devs are capable of creating gigantic, intricate environments full of nooks and crannies to explore. For whatever reason, they decided to make their most technically ambitious game exclusive to a portable, though. With Persona going multiplat, though, maybe we'll see SMT VI on PS4/5. Or SMT V Redux.
At least the combat sounds interesting.
Appreciate the honest review. I'll pick this one up eventually, but it doesn't sound like something I need to rush out and buy at launch.
Good, now I know that I don't need to buy this
I really liked SMT5 and I love the Persona series but everything I've seen so far about SH2 didn't convince me since it looked so generic and edgy.
I considered getting it if it reviews really well but a 7/10 (or a 75/100 on Metacritic) is a "I'll just skip it" in this case
As long as it's not Tartarus or Mementos I'll be happy.
Also coolest main character name ever.
Thanks for the review. I was interested in this but was waiting on the review if i wanted to get it day 1 or not. From what i've seen from several reviews i'll wait for a sale.
Look forward to getting this on ps5 next Friday, though the "awful dungeon designs" does not sound good. I don't know if you've ever played the digimon hackers games on ps4 but the dungeons in this sound similar to those and I lost interest in those because of that 😬
Okay still interested, but only when dirt cheap. 😕
I want to know if this game has any PS5-console exclusive features Like DualSense for example.
@videoman190 There’s absolutely nothing of note in terms of adaptive triggers and haptic feedback support. The first time you load the game it takes a fair few seconds, but ones after that are fast.
Disappointing to hear the dungeon design isn't great but everything else still sounds good for the most part. I can stomach less than stellar dungeon design if the characters are interesting along with good combat mechanics and story so I'm still excited for next week to start it!
Considering it's made by the team behind the travesty that is Tokyo Mirage Sessions. As long as it's at least better than that (which going by what's shown it absolutely is), I dont need it to be the next P5 or SMTV and will actually buy and play it unlike that game
The premise alone is already more interesting than most SMT storylines, but whether it can actually execute it is a different story I'll have to see some time later down the line
Ahhh! The IGN number! 😱
I’ll still be getting this. I like Atlus RPGs and this certainly sounds like one of those.
Considering Devil Summoner is the pure dungeon crawler, this sounds like it largely does exactly what a Devil Summoner game should do, and is not as much of a Persona fetish as the pre-release made it look. That's good news.
Soul Hackers 1 was also a dungeon crawler, anything outside the dungeon was still images and graphic novel presentation, and navigation was dots on a map. The vibe and theme is all wrong here but it sounds like the core game design is more Soul Hackers than it seemed.
Shame about the bland dungeons though. But combat sounds like it borrows a thought from Xenoblade's Chain/Full Burst design which isn't a bad thing.
@Ralizah I'd have thought a combat focus would be in your wheelhouse. Though you love SMTV and I still can't stand it for some reason, so you're definitely looking for something different in an SMT game than myself. Even before it launched you thought it looked so ambitious and amazing and I thought it looked kind of meh...and then playing it, we definitely have very different takes on it..... SH2 may end up feeling sterile and bland if it's just blank corridors, but I don't even order full priced games anymore and ended up preordering this. We'll see next weekend when it launches if it works for me better than SMTV. SMTV I knew within an hour I was massively disappointed.
But you're an EO superfan, and SH1 shared a lot in common with EO IMO. This still sounds like it should be your thing.
@Judal27 I absolutely adored TMS... I know it's controversial and bubbly but that's half of what's fun about it, and the combat and themes were great. But that's the weird thing, this is two of the 3 producers/directors from that, but the two of them were also from Strange Journey, Nocturne, and SMTIV (personally I still feel that was the best mainline SMT.) The missing director from TMS not present on SH2 is the producer of Devil Summoner (The SRPG.) So all these producers/directors have top SMT pedigree behind them. It's so strange that TMS ended up so different. Though I love it all the same.
Also, @LiamCroft , that subtitle.....oof. You should be ashamed....going for low hanging fruit like that......
@Judal27 Going off reviews, it's looking like Soul Hackers 2 has the better story, and TMS has the better dungeons. They're probably about on par with each other
@NEStalgia I'm awful at coming up with these witty puns compared to the other guys so it's the best I've got, apologies
So it is basically what it seems from the trailers, a cheaper version of Persona.
I'll be waiting for a discount for this one.
Glad I cancelled my pre order, will give it a shot when it is on discount. This reminds when Atlus were pumping out JRPG's in the PS2 era. Some where a hit others where a bust.
I think reveiwers are too spoiled by SMT V and P5. Also from what I understand all Persona games before 5 had bad dungeon design, so it's on par for the series.
Anyway I will be getting a physical copy soon after launch. Most Sega games get discounted shortly after launch.
I don’t think I saw it in your review but how is the OST? Is it as good as Persona 5’s or at least in a league near it??? I’m definitely picking this game up eventually. I’ve just been playing too much FFXII tho
Ouch, looking at the trailers I was really hoping for more flavor to the dungeons, but apparently not so. Another one to pick up on sale. I gotta say it's weird whenever people complain about comparing other SMT spin-offs with Persona, but c'mon. It's hard to go back to skirt steak when you've had a prime, grass fed ribeye.
@NEStalgia Etrian Odyssey is only superficially similar to other first-person dungeon crawlers, which tend to lean hard on grindy gameplay and meaningless gimmicks to drive interest. The dungeon-crawling gameplay is a mere vehicle to convey the player to a certain sort of experience. In the case of Etrian Odyssey, the series is designed to evoke a unique emotional cocktail that's part fear, part wonder, and part curiosity. The labyrinth is equal parts dangerous and beautiful, and you, as the custom-created party setting foot in it for the first time, are gripped by conflicting feelings: you're afraid to move on further, but also desperately curious about what mysteries await to be solved. This is part of why the brutal difficulty of the early games was such an integral aspect of the artistic experience they were conveying: every encounter potentially meant death. At the same time, the games always saved your map data when you died in the labyrinth, which motivated you to continue indulging your curiosity in future runs. The cartography aspect was also integral to immersion and the evoking of curiosity, since you can't just run through tiles willy nilly, and instead have to pay attention to the design of your environment, not only in order to survive, but also to uncover its secrets. Same reason the games feature enemies on the map that require observation and tactical movement to avoid.
Well, all that is to say, EO is very much its own beast. I'm actually not a fan of traditional dungeon-crawlers in general, but I am very much a huge fan of the unique experience EO fashioned out of the well-worn mechanics of that genre.
SMT, for me, is more interesting for its evocative themes and atmosphere, challenging bosses, tightly-knit battle systems, and impressive team-building aspects. The dungeon design was traditionally pretty crap, though, and designed around being tedious and punishing curiosity (usually with poison or transporter tiles that the games like to randomly spring on you). Thankfully, the 3DS entries leaned away from the dungeon-crawling aspect pretty hard, and that aspect was almost altogether abandoned in SMT V in favor of featuring large, dense, Xenoblade-esque open environments filled with demons and stuff to find, which is, IMO, what the series always should have been.
Soul Hackers 2 will probably be fun enough. Very few Atlus-developed games aren't fun. But it definitely doesn't sound like the sort of game I'd still be raving about years after playing, if that makes sense.
It was always gonna be a combat focused dungeon crawler, btw, just like TMS. Did you expect it to feature social simulation gameplay?
@CWill97 I didn't feel the need to mention it so it left very little impression on me. Not as good as Persona 5's music, for sure.
@Ralizah I agree overall with the analysis, but, for me, I don't see as much distinction between EO and SH1 as you. Though I have to admit I love SH1 and prefer it to EO. The theme and dungeon design, and pacing just clicked for me, and the negotiation was arguably the best in SMT other than V.
I still wish I could pick apart exactly what doesn't click for me about V. I just......don't like it. It feels too back-tracky, too grindy, too....aimless? I realize SMT is the original Pokemon, but V feels more Pokemon and less SMT than before in terms of structure. IDK. I just can't identify it, but whatever it is you love about it is somehow probably what I just don't click with at all. But it's weird because we both love IV. IV, maybe not coincidentally reminds me a lot more of SH1..... I wish it clicked, it should be cool...but...it just doesn't. At all. IDK why...
Devil Summoner OUGHT to be a combat focused dungeon crawler. That's the subseries. SMT is the monster collector, Summoner is the dungeon crawler, Survivor is the SRPG, and Persona is the social sim hybrid one. But, from the pre-launch info I worried it was going to be more Persona-like with more social sim stuff. I'm glad it's really a Summoner dungeon crawler in the end.
@LiamCroft dang that’s a bummer. P5’s music alone brings the game to a 7. That’s kinda so disappointing since I expected a killer OST
God damn it. I only bought gt7, horizon and elden ring this year. This year is weaker than 2021 imo (besides this one having gotg contenders).
Callisto, God War and Plague Tale are left (hope it's not gamepass day 1 because it's not that good), but god damn sony is hard carrying this year if you own a ps5.
@NEStalgia In terms of negotiations, I'd say:
V > IV:A > IV > SH1 > 1 (with high int. stat) > Nocturne > Chinese Water Torture > 1 (with low int. stat)
The guides I read for SMT 1 said the int stat was pointless for MC, since he can't use magic, but I found recruiting demons borderline impossible without raising it significantly. The game doesn't tell you this, of course.
Can't rank SJ or II, unfortunately, as I still need to play those.
SH1 can't stand up to the modern mainline games, but it feels remarkably less clunky than other games from Atlus that released around that same time. At least, that was my takeaway in 2012 or whenever it was initially released on 3DS. I intend to replay it soon.
It's funny you dislike the Pokemon-esque quality of V, considering you list it as a monster-collector. I guess the difference is that, in the older games, the monster-collecting was just a gimmick, and not the main feature of the game. But mainline has grown increasingly monster collector-y since Nocturne, which introduced the
PokedexDemonic Compendium.SMT V is basically a fusion of SMT, Pokemon, and Xenoblade Chronicles. It's an incredible core gameplay loop, which is why I can mostly forgive the crappy characters, non-existent narrative, and weird pacing. And, minus the cons I mentioned, it's what I want from future games. Especially if they go back to the dark future stylings from I, IV, and IV: A.
None of the pre-release footage looked like it'd include social simulation gameplay. It's basically a less cringy Tokyo Mirage Sessions in terms of the dungeon focus. So you should probably love it.
@Ralizah LOL! I always play RPGs with int stats to try talking solutions in quests, so I guess i never noticed that about it!
Yeah, I mean SMT was the original monster collector Pokemon intentionally copied from, but somehow I always felt like SMT's focus on progression over raw collection was still superior to Pokemon's collect-em-all focus. But I don't think IV or IV:A fell into the obsession with collection as the goal the way V does, and maybe that's the problem. Even Pokemon I don't play primarily to collect, and Arceus is both the best Pokemon in a long time, and also the most boring for the same reasons. Even though it's a monster collector, SMT I play to progress more than to collect, and collection is a means to an end as weapons. Something about V....the collection just feels like such a chore, and monster fusion is relatively expensive. Every time I tried to go back to it I end up in battles that needed a different team and I just didn't feel like going through the grindiness of building said team. Not a problem I've ever had in an SMT game.
"fusion of SMT, Pokemon, and XC" - I mean from that description I should think it's the best game ever IDK, it's very frustrating when there's a thing that SOUNDS like you should love it and you end up not even liking it all that much. I could never even settle into a core game loop on it.
Wait, Nocturne isn't a "dark future"?!?
"Less cringy TMS, so you should love it"
Somehow that reads like an insult, but I'mma wear it with pride
EDIT: Writing that just now I realized for the first time that TMS = SMT backward. That's....really clever, actually... TMS#FE.....SMT/FE....
@NEStalgia JRPGs aren't typically designed to facilitate that sort of role-playing style. Most SMT games aren't either. I wouldn't have minded if the game had given any indication that the int stat helps with negotiations.
Well, I mean, the point of the game isn't to collect all the demons or something. You're way overstating the Pokemon similarity. Most of them are intelligent creatures, after all. It's still technically a story-based game, and the demons are your tools for progressing through the various environments and boss battles to get to the end of the game.
Rather, it's a lot like Nocturne insofar as the demons are way more present and compelling than the human characters, and are given the majority of the attention by the game. I actually believe V's scenario was partially inspired by what Atlus originally wanted to go for with Nocturne.
When I play SMT, I primarily care about the mythological entities involved with the war of gods and demons. I want to learn more about them, have them join my team, use them to build cool team set-ups, etc. V understands this, which is why almost all of the side-quests involving learning about conflicts between specific demons, which are sometimes mythologically based. Atlus also drastically increased the number of special conversations as compared to Nocturne.
Didn't you duck out of SMT V when you hit the hydra? How far did you actually get?
You know what I mean. Dark Future as in a fusion of the occult and technology, which gives several of the games a distinctly cyberpunk vibe. Nocturne and V are dark fantasy. No demon summoning apps or modern tech involved.
@Ralizah I know we've debated it before, but I've always held that SMT is an early JRPG back when they were really copying WRPGs, and I happened to play it after playing WRPGs, so it was pretty much my default build....and happened to work out well with the game.
Yeah, I couldn't get myself to even continue at the Hydra which is pretty much the beginning. That's how badly it didn't click. I went back and tried again after we last talked about it, and, nope, still just having zero fun. It's just weird. When you describe it it sounds like I should love it. And I love the series as a whole. Yet whenever I try to play it? There's just something not fun going on. There's a tediousness about it that's unfamiliar to me in an SMT game.
Ahh, I see what you mean about the tech aspect, yeah, I can see that now. I have to say story-wise Devil Survivor 1 has one of the most fun SMT stories, and believable with the phone app, similar to Sh1.
Ah good that I waited for reviews. I guess I can skip it. Bad dungeon designs are the biggest killer for me.
@NEStalgia I'm glad you enjoyed it, but I could never forgive them for making TMS unless they decide to partner up again sometime in the future and give us an actual SMTxFE crossover lol. Anytime I look at the game, I can't even lower my expectations and think of it as just this standalone light hearted adventure that's not meant to be taken so seriously. It's easy to do that with something like the Mario & Luigi rpgs. But idk, the idol stuff, the singing and dancing, the ending scene I saw. Just kinda had me like, yea I won't be playing this anytime soon if at all
@tabris95 I haven't seen much of the dungeons for sh2 but the ones i saw in TMS weren't exactly anything to write home about either. A lot of reviews seem to count the dungeons as a negative though so that's definitely a shame. Still having demons as personas in combat sure beats having FE look alike characters as personas
@Judal27 I..... Imported the soundtrack.... 😳
some of the comments on here basically saying that a 7 is disappointing is...disappointing.
if you like JRPGs, we all know that not many JRPGs are gonna be a 9 or 10 out of 10. stop comparing this game to the Persona series or SMT (V to be exact).
Shame about Soul Hacker 2's score! I would have waited for a $20 sale regardless though, my budget is very tight.
Fantastic review. I was going to pick this up based on my love of SMT V and Persona 4/5 but I think now I'll just hold off and wait to pick this up until it's cheap.
Glad combat remains fun but the rest of that review is pretty scathing. Surprised to see a 7/10 at the end, it read more like a 5/10.
This is something I was looking forward to, but now I think I'll wait a while.
Day one for me if only because I never thought I'd ever see a sequel to Soul Hackers.
@Judal27 The dungeons in TMS are fine. They're quite a few steps up from Persona 3 and 4, but one step back from Persona 5, which from what I've seen, is still quite better than Soul Hackers 2.
See, this is why I like Devil Survivor as a series. No dungeons to worry about lol
Looks like I’ll keep comparing it to P5 and will be left disappointed. Will skip this until it’s on Plus Extra I guess.
I actually quite like the more straightforward dungeons. I coped with Tardaris much more than the stealth and constant set pieces in Persona 5. It was a bit much for me. I really like where SMT IV/A then V took it though.
I’ve been in the mood for a more old school dungeon crawler and I liked TMS so this should be perfect. But something just isn’t grabbing me. It looks a bit uninspired. I do need to play Digital Devil Saga once I’m done with Xenoblade 3. So this might have to wait.
I'm glad this was at least decent! Maybe not an immediate buy but I'll deffo pick it up in a couple months when it goes on sale.
Little sad seeing that as soon as a game gets lower than an 8 people feel like abandoning the game without giving a game a shot. Don't always take reviewers takes to heart, an example for me would be Gravity Rush that has an 80 on metacritic, which got several 7 scores or lower, the game turned out to be one of my favourite games of all time after beating it twice with a juicy platinum trophy on the side. Soul Hackers 2 at the time of me writing has a 78 which I'd consider to be good enough for a pick for me personally. The main issue in all the reviews is the dungeon design which isn't a big deal to me, Persona 4 Golden has bad dungeons and that game is still awesome. All this game needs is kick ass story and a fun battle system and it will be good to go for me!
I appreciate the detail on the review. I may still play this due to the combat being good and dungeons being less of a priority for me.
To me (a casual SMT player) it seems this games biggest error was making itself look too much like Persona 5. Persona 5 fans are now hoping for another Persona, and SMT mainline fans are simply disinterested because of that, when it seems this is much more likely to please the SMT crowd than the Persona crowd.
It got some awesome scores elsewhere.
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