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Released during the twilight years of the 16-bit era, Shin Megami Tensei if... (often referred to as SMT If or simply If...) represents one of the most significant pivots in the history of Atlus’s flagship RPG franchise. While the mainline entries typically focused on the grand-scale destruction of Tokyo and a global battle between the forces of Law and Chaos, this entry took a decidedly more intimate approach. Developed as a departure from the sprawling apocalyptic landscapes of its predecessors, it focused on a small-scale environment and a more personal threat. This shift proved to be a masterstroke, as it provided the blueprint for what would eventually become the world-renowned Persona series, making it a mandatory piece of history for any dedicated JRPG enthusiast.
The narrative of If... begins not with a worldwide nuclear catastrophe, but with a supernatural incident at Karukozaka High School. A brilliant but bullied student named Ideo Hazama, seeking revenge against those who wronged him, uses a demon-summoning program to pull the entire school into a demonic dimension known as the "Expanse."
Unlike previous titles that spanned cities and nations, the entire world of this game is contained within the school and the various realms associated with the seven deadly sins. The player takes the role of a silent protagonist who must choose a companion from a group of fellow students to navigate these dangerous corridors. This smaller setting allowed for a more focused narrative that prioritized character dynamics and localized horror over the geopolitical and theological warfare seen in Shin Megami Tensei I and II.
While SMT If retains the classic first-person dungeon crawling and turn-based combat the series is known for, it introduced several experimental mechanics that set it apart. The most notable addition is the "Guardian System." In this game, falling in battle does not necessarily lead to a Game Over. Instead, the protagonist is resurrected and granted a "Guardian" demon based on their performance and stats. These Guardians modify the player's attributes and grant access to specific magic spells, creating a layer of strategy surrounding character death.
Demon negotiation and fusion remain central pillars of the experience. Players must talk to enemies to convince them to join their party, subsequently fusing them to create more powerful allies. The choice of your human partner—Yumi, Shinji, Akira, or Charlie—drastically changes the dungeons you visit and the ending you receive, offering significant replayability. This path-based progression emphasized the "what if" nature of the title, allowing players to see the crisis from multiple perspectives.
This game was released on several platforms, primarily catering to the Japanese market during its initial run and subsequent digital revivals.
The historical significance of Shin Megami Tensei if... cannot be overstated. By moving the setting to a high school and focusing on the internal psychological state of its characters—specifically the antagonist, Hazama—it laid the groundwork for the Persona sub-series. In many ways, Persona 1 is a spiritual successor to the themes established here. The game also moved the franchise away from the strict alignment system of Law, Chaos, and Neutral, focusing instead on personal choices and the specific people you chose to stand beside. Without this experimental shift toward a smaller, more character-driven environment, the modern landscape of the Shin Megami Tensei franchise would look radically different.