Shin Megami Tensei

geniasis
Review by
20 Dec 2023
Decent
54th percentile
85
This review contains spoilers
The God Who Was Already Dead: On Atlus's Shin Megami Tensei and the Theology of the Forced Choice

There is a wonderful obscenity at the heart of Shin Megami Tensei, that 1992 Super Famicom curio which Western players spent two decades pretending did not exist: the game asks you, in earnest, whether you would prefer to live under the boot of God or the boot of Satan, and then — and this is the properly scandalous gesture — it implies that the question itself is the trap. Every JRPG of its era, from Dragon Quest onward, was structured around what we might call the theological default setting: there is a Demon Lord, you are the Hero, you go and stab him, the cosmic order is restored, the princess smiles, the credits roll. Shin Megami Tensei's genius is to take this fantasy frame at its word and then, with the deadpan cruelty of a child pulling apart a watch, demonstrate that the Hero and the Demon Lord are not opposites at all. They are the two faces of the same ideological coin, and the coin itself is what needs to be melted down.

Consider the structure. Tokyo is nuked — not as backstory, not as cutscene, but as gameplay event, the ICBMs falling because the American government, in a moment of pure Kafkaesque bureaucratic logic, decides that demon-infested Japan must be sterilized. The Symbolic order collapses. What rushes in to fill the vacuum is not, as the liberal imagination might hope, some gentle pluralism of recovery; it is the brutal binary of the Messians and the Gaians, of YHVH's "Thousand Year Kingdom" and Lucifer's libidinal anarchy. And here we should pause, because the trick the game plays on the player is exactly the trick that ideology plays on us every day. We are told: choose. Order or freedom. Civilization or nature. The Father or the Beast. And of course, like good liberal subjects, we want to wriggle out of the choice — but the game, like capitalism, like the Big Other, keeps demanding our answer.

What is the Law route, really? It is the fantasy of the Messianic Kingdom in its full obscene splendor: a gleaming theocracy in which the angels patrol the streets, the impure are exterminated, and your closest friend — the Law Hero, who died saving you, now resurrected by the Messians as their living Messiah — greets you with the vacant glow of someone whose subjectivity has been surgically excised by grace. The horror here is not that Law is evil; the horror is that Law delivers exactly what it promises, including the return of the dead. Your friend is given back to you, scrubbed clean of the contingencies — the doubts, the affections, the small betrayals — that made him a friend in the first place. This is interpellation in its purest form: ideology does not need to defeat its enemies when it can simply resurrect them as believers.

And Chaos? Chaos is the obscene supplement, the underside that the official ideology requires in order to define itself. Lucifer does not oppose YHVH; he completes him. The Gaian rhetoric of "the strong shall rule, the weak shall serve" is not the rebellion against the Father but rather the brutal truth the Father's Law was always already enforcing, now stripped of its pious decorations. This is why Atlus's demons — recruited, bartered with, fused into stronger demons in those uncanny Cathedral of Shadows sequences — are not monsters in the classical sense. They are the return of everything the bourgeois Symbolic order represses: the pagan deities, the folkloric grotesques, the Mesopotamian bureaucracies of the underworld, all the spiritual detritus that monotheism swept under the rug and that capitalism, in its own way, has continued sweeping. When you negotiate with a demon — when you offer it Magnetite, flatter it, lie to it, pay it off — you are not engaging in some exotic spiritual practice. You are doing what every salaryman in Shinjuku does every morning. The demon-negotiation system is the commodity form rendered explicit: jouissance circulates through the exchange of objects, loyalty is purchased, even your "party members" are effectively rented. The game's most uncomfortable insight is that there is no meaningful difference between summoning Jack Frost and hiring a temp.

This is why the Neutral ending — that famously thankless path which requires the player to alienate every faction, lose their best friends to ideological capture, and stand alone in a Tokyo that nobody wants — is not a compromise. To read it as a compromise is to miss the entire dialectical movement. The Neutral path is the negation of the negation: it refuses both the false universal of Law and the false particular of Chaos in order to assert that humanity's task is precisely to bear the unbearable weight of having no Big Other, no cosmic guarantor, no Daddy in the sky who will tell us whether we did the right thing. Hegel, as ever, was right: spirit is the wound healing itself, and the Neutral hero is the one who refuses the analgesic of either authoritarian solution. He chooses, in a sense, the void. He chooses to let Tokyo be merely Tokyo — a profane city, ungoverned by gods, where reconstruction will be slow and bitter and no one will be saved by miracle.

What makes Shin Megami Tensei such an astonishing artifact, particularly for a game released in the Japan of 1992 — the very year the Bubble Economy's hangover began to settle into what would become the Lost Decade — is that it intuited, in the disposable medium of a console RPG, what political theology would spend the next thirty years working out in expensive prose. The game knew that the death of God does not produce atheism; it produces a frantic search for new gods, and the new gods always arrive in pairs, the authoritarian and the libertine, the Messians and the Gaians, the techno-fascists and the accelerationists, the trad-Catholics and the Bataillean transgressors. Each calls the other its enemy. Each requires the other to exist. And the truly difficult position — the one the game makes you suffer for choosing — is to refuse this whole staged combat and insist that the human, that mediocre, mortal, magnetite-hoarding creature, is the only site where ethics can actually happen.

It is fashionable now to say that video games cannot be art, or that if they can, only the prestige titles with their lavish cutscenes and their voice-acted moral dilemmas qualify. Shin Megami Tensei is the rebuke to this snobbery. With nothing but tile-based dungeons, MIDI synth, and an unforgiving agility-based turn system, it staged a more rigorous critique of ideology than nine-tenths of what passes for political cinema. It understood that the Devil and God are colleagues, that paradise is a prison with better lighting, and that the only authentic ethical gesture in a world structured by forced choices is to step out of the casino entirely — even if it means, as it does for the Neutral hero, walking home alone through the ashes of a city that has forgotten how to thank you.

That, finally, is the lesson of this strange little 16-bit theology: the law is a trap, freedom is a trap, and the way out begins with the recognition that the trap is the choice itself.
Mini Review: The wonderful obscenity of 1992's Shin Megami Tensei is how it exposes the JRPG as an ideological trap. It demands you choose between the totalitarian boot of God and the social-Darwinist anarchy of Satan. The horror is realizing these are not opposites, but two faces of the same capitalist coin. Even demon negotiation strips away mysticism, turning mythology into a gig economy where loyalty is simply bought. The only authentic ethical move is to refuse the forced choice entirely.