Revelations: The Demon Slayer

geniasis
Review by
20 Dec 2023
Terrible
7th percentile
65
Small Gods in a Plastic Shell: Fusion, Gaia, and Kin in Revelations: The Demon Slayer

There is a particular pleasure in returning to the minor artifacts of the early 1990s—the ones that did not become Pokémon, did not become franchises, did not become anything except the strange grey cartridges rattling in a drawer. Revelations: The Demon Slayer, originally developed in Japan as Megami Tensei Gaiden: Last Bible, was released for Game Boy on December 23, 1992 in Japan, with the English-language Game Boy Color version arriving in North America in August 1999. It is a small game, by every measure: text-heavy, monochrome in its first life, modest in its ambitions. And yet, like all small things, it is densely populated. Inside this cartridge live up to a hundred monsters who can be coaxed, conscripted, and—most interestingly—stitched together into new beings. To play it now is to encounter a forgotten laboratory of kin-making, one that quietly anticipates the questions our present cannot stop asking: what counts as a companion? what counts as a body? and what does it mean that we keep building cosmologies around a goddess called Gaia?

Begin with the fusion. Like in all other Megaten games, the player can summon demons (up to 100), and fuse them, getting more powerful variants. The mechanic is, on its face, banal—a numerical optimization, a way to climb a stat curve. But strip away the spreadsheet and what you have is a portable workshop for hybridization. Two creatures enter; one creature, biologically impossible and ontologically indifferent to the categories of its parents, leaves. This is not breeding in the agricultural sense, with its anxieties about purity and lineage. It is something closer to a sympoietic act: a making-with that produces a third thing whose features cannot be predicted from the inputs alone. The cyborg, that famously illegitimate offspring, has descendants on the Game Boy, and they have multiplied without supervision. The game does not ask the player to redeem these chimeras or restore them to a prior wholeness. It simply assumes, with the casual radicalism that only children's media can muster, that hybrid bodies are the medium of survival.

Pair this with the recruitment system and the analytic stakes get sharper. You can get up to 100 monsters and convince them to join your battle party. You can elect to try to negotiate with enemies rather than fight them. The monsters actually join your party. Negotiate. The verb does enormous work. It implies that the demon is not merely an obstacle in a dungeon, a sack of experience points waiting to burst, but an interlocutor with preferences and a rhetorical situation. The player must address the creature, ask it questions, offer it something. The relation is asymmetrical, certainly—the human still chooses whether to summon, fuse, or shelve—but it is a relation rather than an extermination. This is closer to companion-species thinking than the genre usually permits. Compare this to the slightly later Pokémon paradigm, which the game is often filed beside; it follows the Pokemon trend by giving you the option to negotiate with enemy monsters in an attempt to convince them to join your battle party. The chronology actually inverts the comparison: Last Bible arrived first, and what it offers is less the capitalist logic of the catch—the creature reduced to inventory—than a fragile diplomacy. The monsters have something like consent, even if that consent can be purchased.

And then there is Gaia. The game cannot stop saying her name. "Long before human beings existed... Telepathy, Teleportation, Telekinesis... Power that only Gods could harness. Gods named this power Gaia. This is the beginning of tragedy..." In this world, humans have learned to call upon the energy of the world, called Gaia. The hero, El, has studied Gaia, but on the day of his graduation, strange creatures begin to appear. Together with his companions, he sets out to defeat the Gaia Masters that are bringing monsters to their world. Notice the cosmological move: Gaia is not a goddess but an energy, a substrate, a fungible planetary current that humans tap into and antagonists weaponize. This is the version of Gaia that any contemporary critic of holism should find immediately suspicious. It is Lovelock's Gaia gone retail—a planet rendered as battery, a feminized life-force standing by to be harnessed by graduating young men with the proper credentials. The "Gaia Masters" are villains precisely because they have mastered this energy too well, and yet our hero El is also, structurally, a Gaia user; the problem is not the extractive grammar but its distribution. The game cannot quite imagine a relationship to its planet that is not one of mastery, only a contest over whose mastery is licit.

This is where the work of looking at small games gets interesting, because the game's mechanics are actually more sophisticated than its cosmology. While the script narrates a struggle over a totalizing planetary power, the moment-to-moment play teaches the opposite lesson: that worlds are made out of negotiations with particular, weird, named creatures, none of whom is the Earth, all of whom must be dealt with on their own terms. The fusion screen is a model of partial connections; the Gaia plot is a model of holistic capture. The two systems sit in the same cartridge without speaking to each other. To play the game critically is to feel this seam.

The setting deepens the trouble. The Last Bible series is set in a fantasy world patterned after the ancient Middle East. Set in medieval times on the fifth planet of a faraway solar system, Revelations: The Demon Slayer tells the story of a race of people who are able to wield the mysterious power of Gaia, protected by a magical orb that maintains peace and order. A Japanese studio renders an "ancient Middle East," displaces it onto an alien planet, and then an American publisher localizes the whole thing under a title—Revelations—lifted from the Christian apocalyptic tradition. The layers of orientalist projection are dizzying, and they should be named. There is no innocent vantage from which this world is seen; it is a hall of mirrors in which biblical names, Japanese RPG conventions, and a fictive Bronze Age all reflect each other into a generic "elsewhere" suitable for export. Situated knowledge demands that we ask whose elsewhere this is, and for whom it functions as fantasy. The answer, in 1992 and again in 1999, is a transpacific consumer subject for whom the ancient Middle East is permanently available as set dressing, and for whom the word Revelations signals only "epic" rather than any specific eschatology. The game is not uniquely guilty of this; it is simply a clear specimen.

What saves the cartridge from being merely a period piece in orientalism is, I think, its monsters. They refuse the cosmology that frames them. Unlike other Megaten games, demons cannot level up. This small mechanical fact has surprisingly large consequences: the demon you recruit is the demon you have. It will not grow alongside you, will not become a more impressive version of itself; it will simply be itself until you fuse it into something new, at which point that one too will be itself, finite and particular. The game thereby resists the ideology of infinite improvement, the bildungsroman of the optimized creature, that dominates so much of the genre. Its monsters have a kind of dignity in their fixedness. They are not potential; they are present. To progress, the player must keep entering into new relations rather than perfecting old ones. Kin-making, not self-actualization, is the engine.

It is tempting, finally, to read the Game Boy itself as the most interesting cyborg in the room. A child cradles a plastic shell that runs on four AA batteries and contains, in a few kilobytes, a hundred summonable beings, a planetary energy field, a graduation ceremony, a tragedy that began before humans existed. The handheld is the apparatus through which the boundary between player and program is rendered porous; one stares into a dim green window and a small god stares back, asking a question, waiting for an answer. Adam Cleveland at IGN called Revelations: The Demon Slayer a fun but not innovative game. Fair enough, by the metrics of innovation that game journalism uses. But innovation is not the only standard worth applying. The game is interesting now because it is a low-resolution sketch of problems we have since rendered in much higher fidelity and not solved at all: how to live with monsters, how to talk to them, what to do with the fact that planets are not mothers, and whether the small act of fusing two unlikely creatures into a third might still be, in its modest way, a political education.

Stay with this trouble long enough and the cartridge stops being nostalgia. It becomes something more useful: a reminder that the apparatuses that taught a generation to think with hybrid creatures were already in our pockets, already humming, already teaching us—against the script they were narrating—that the world is made of negotiations, not masteries.
Mini Review: Revelations: The Demon Slayer is more than a forgotten 1992 Game Boy RPG; it’s a pocket-sized laboratory for kin-making. Before Pokémon reduced monsters to inventory, this game demanded diplomacy: players must negotiate with creatures. Crucially, recruited demons cannot level up, rejecting the ideology of infinite self-improvement. Progress instead requires fusing them into hybrid bodies. It quietly teaches that worlds are built on fragile negotiations rather than totalizing mastery.