Soul Hackers 2 Is a Delightful and Digestible Dungeon Crawler
Good Tunes, Good Demons, Good Dungeons

Amami City pulses with a neon light that comes from deep inside itself. It’s a city of perpetual night, not because the world is ending (though it is), or any other physics or meteorological reason; it just looks cooler this way. Blocky shadows amplify the contrast of the flat vaporwave geometrics. A chillout MONACA soundtrack pulses impeccable vibes from somewhere, anywhere, everywhere, at all times. Holographic cherry blossoms float diaphanous through the air. And the people shop, and eat, and drink, and live out their cyber-saturated, oblivious lives. Floating below all of this, both metaphorically and, in some sense, actually, is a sea of data. The overflowing consequence of a fully-connected port metropolis—data, liquid tons of it—gushing into storm sewers and out to sea from an internet of things and people. That’s where Soul Hackers 2 begins, in that sea of data, with a supernatural-cybernetic lifeform called Aion that gifts human-like bodies and individuated consciousnesses to two beings of UV-reactive anime excess: Figue and Ringo.
I’ll freely admit I’m embarrassed by how long it took me to remember that “ringo” is the Japanese word for “apple.” Get it? Fig and Apple. It’s biblical. That’s what we call an Easter egg. And if that doesn’t sound like MegaTen to you, just wait till you meet the guy who gave his life for others…
But Soul Hackers 2 isn’t like the other Shin Megami Tensei games. It’s not like Persona. It’s not like the Devil Summoner games that came before it, not even the original Soul Hacker. It’s got a pedigree that goes back more than a quarter of a century to a time so distant as to no longer be comparatively helpful. Shin Megami Tensei: Devil Summoner: Soul Hackers is not a relational point for its sequel, it’s a foundational one. The original Soul Hackers was born out of a time when the internet was new, and equal parts exhilarating and terrifying (depending on the people you talked to), and despite what it might seem from talking to old heads and tech utopians, the digital divide was far more colossal then. In the mid-’90s technology wasn’t ubiquitous, it was threat and promise crawling up from the storm drain like the hand on the cover of Stephen King’s It. Shin Megami Tensei: Devil Summoner: Soul Hackers was from the time before Serial Experiments Lain and The Matrix, when flip phones were cutting edge mobile technology, when Google was a plucky little company that would do no evil. It saw all this coming and it was elated and paranoid.
We’re never going back to that era. We’re never going back to what Shin Megami Tensei was. We can pour one out all day long, and trust me, I do understand the impulse to mourn, but JRPGs are just in a different space since the PS2 rode off into the distance. Like Amami City—once a corporate technology-welfare project—our conception of what a demon summoning RPG means has to change. Soul Hackers 2 is literally just called Soul Hackers 2. All the extra branding baggage has been stripped clean from the box, the title screen, the wikipedia. It’s a MegaTen game, but it isn’t. This is fundamentally a good thing, but there will be growing pains. If you look at the shifts that Persona and Shin Megami Tensei V have undergone, you’ll understand we’ve been feeling these teeth pushing through for a while now. Bone and viscera take time to shift. But Atlus has been preparing us for this, for quite some time.
The first five hours of Soul Hackers 2 are pure tutorial. It can be frustrating when you’re eager to jump right into fusing Dominion so you can cast Megidolaon on the entire world, and I was definitely skeptical until the first real dungeon. But once the game started opening up and taught me how we’re doing negotiations this time, the way its new Sabbath system works, and I made peace with the camera, the hours flew by. Soul Hackers 2 essentializes in a lot of ways what this franchise has been about: rolling through graph-paper dungeons to kwisatz haderach a whole lot of wild demons on your way to play fuck/marry/kill with God at the literal end of the world.
Once I got over myself and my foolish consistency, this truly is a much better way to live.
Let’s face it, demon negotiation is really funny and mechanically interesting the first six times you engage with it. But when you’re three floors deep in a dungeon, low on beads, have no escape items and didn’t inherit Traesto, it sucks. That time you really wanted to nab a Cerberus for your menagerie and after an hour casting maragi on Slimes to only have one spawn and you whiff on the negotiation? It sucks. Soul Hackers 2 takes the bricks out of the briefcase. Yes, you’ll have to be of equal or greater level (no one wants to work for a wimp) and they will extract a cost (sometimes giving up half your HP is a steep price when you’re deep in a dungeon and low on curatives), but the fixed point spawns your demons turn into recruitment stations and their frequent recurrence means you can always try again pretty easily. The only time I was frustrated by the demon system was when I’d managed to cruise my way to the end game about seven to 10 levels below the dungeon and I just couldn’t snag a Divine Principality without dedicating time to leveling up. But I was too busy enjoying the dungeon and the squad I’d crafted to honestly care.