Players can of course attack enemies normally, or they can summon devils to help them out. KK: The battle system will be random encounters. The backgrounds also allow for a more easy-to-understand gameplay system that I think many players are going to enjoy.ġUP: Can gamers expect a whole new battle system? How will encounters be handled, will it be random battles, or do you fight the enemies you see onscreen? As a detective who uses demons and needs to investigate the surroundings, there’s a need for some very detailed backgrounds that is best realized with pre-rendered graphics. KK: We decided to go with pre-rendered backgrounds based on the style of gameplay of Devil Summoner, which is very different from games like Digital Devil Saga.
release, that didn’t stop 1UP from sitting down with the creative force behind Atlus’ most successful games to get his thoughts on the games of his present, the games of his past, and his plans for the next-generation of video gaming.ġUP: Why go with pre-rendered backgrounds for Devil Summoner on PS2? While no announcement has been made for a possible U.S. Both of the games, which feature a detective with the ability to summon demons to his side in battle, are scheduled to come out in Japan later this year. But that’s not all Kaneko-san is working on, as he is also currently directing the port of the original Sega Saturn Devil Summoner for the PSP. If you’ve ever had the pleasure of trying a Persona game on PS1, or Maken X on Dreamcast, or most recently Shin Megami Tensei (a.k.a Megaten) or Digital Devil Saga on PS2, then chances are you’re familiar with the distinctive designs of one Kazuma Kaneko, longtime character designer for Atlus, and driving force behind their latest RPG epic, Devil Summoner: Kuzunoha Raidou. 1UP interviews artist Kazuma Kaneko”, 1UP, 12 September 2005.