Shin Megami Tensei: Nine: Difference between revisions

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===[[Locations in {{PAGENAME}}|Locations]]===
===[[Locations in {{PAGENAME}}|Locations]]===
==Development==
==Development==
{{Sectionstub}}Announced on August 27th 2001 at the Xbox Conference Summer 2001 as ''Shin Megami Tensei: Online'',<ref>RPGFan News 27/08/2001, "Shin Megami Tensei Online Announced for the Xbox", [https://web.archive.org/web/20150907195021/http://www.rpgfan.com/news/2001/1334.html archived].</ref> it was built to be an online game, though with a singleplayer campaign which was meant as a tutorial for the online component.<ref name=":02" /> The project was renamed to ''Shin Megami Tensei: Nine'' in the Famitsu Xbox volume 2 of February 2002.<ref>RPGFan News 16/02/2002, "Shin Megami Tensei Online Renamed Shin Megami Tensei Nine", [https://web.archive.org/web/20150906002437/http://www.rpgfan.com/news/2002/1137.html archived].</ref><ref>Retromags "[https://www.retromags.com/gallery/image/37267-famitsu-xbox-issue-002-february-2002/?browse=1 Famitsu Xbox Issue 002 (February 2002)]".</ref> The new name is reference to the game's nine alignments that the protagonist can have due to the addition of the Light-Dark axis, as opposed to the standard three alignments the protagonist can have in other ''Shin Megami Tensei'' games (on the Law-Chaos axis only), and with the addition of online play, the developers felt players could "experience a story with real meaning to them".<ref name=":02" /> The goal was to have players team up with other players of the same alignment, and fight against players of the opposite alignment. The name was also changed so people didn't have to worry that the game was exclusively online.<ref name=":02" />
{{Sectionstub}}
Announced on August 27th 2001 at the Xbox Conference Summer 2001 as ''Shin Megami Tensei: Online'',<ref>RPGFan News 27/08/2001, "Shin Megami Tensei Online Announced for the Xbox", [https://web.archive.org/web/20150907195021/http://www.rpgfan.com/news/2001/1334.html archived].</ref> it was built to be an online game, though with a singleplayer campaign which was meant as a tutorial for the online component.<ref name=":02" /> The project was renamed to ''Shin Megami Tensei: Nine'' in the Famitsu Xbox volume 2 of February 2002.<ref>RPGFan News 16/02/2002, "Shin Megami Tensei Online Renamed Shin Megami Tensei Nine", [https://web.archive.org/web/20150906002437/http://www.rpgfan.com/news/2002/1137.html archived].</ref><ref>Retromags "[https://www.retromags.com/gallery/image/37267-famitsu-xbox-issue-002-february-2002/?browse=1 Famitsu Xbox Issue 002 (February 2002)]".</ref> The new name is reference to the game's nine alignments that the protagonist can have due to the addition of the Light-Dark axis, as opposed to the standard three alignments the protagonist can have in other ''Shin Megami Tensei'' games (on the Law-Chaos axis only), and with the addition of online play, the developers felt players could "experience a story with real meaning to them".<ref name=":02" /> The goal was to have players team up with other players of the same alignment, and fight against players of the opposite alignment. The name was also changed so people didn't have to worry that the game was exclusively online.<ref name=":02" /> The team also wanted to avoid making players feel like they were in a "boxed garden", and wanted them to have fun in a way only games could provide and feel the realistic aspects of the ''Shin Megami Tensei'' series, despite the real-time strategy elements.<ref name=":0">Game Impress Watch 05/12/2002 "[https://game.watch.impress.co.jp/docs/20021205/atlus.htm アトラス、秋葉原で「真・女神転生 NINE」発売記念イベント開催岡田耕始氏と金子一馬氏が登場]".</ref>


Atlus announced at E3 2002 that while the online component was small, they could not secure the finances for a dedicated server, and they thought that other parties, such as Microsoft, would probably not provide a server for the game.<ref>RPGFan News 26/05/2002 "Post E3: Atlus Speaks", [https://web.archive.org/web/20150905195204/http://www.rpgfan.com/news/2002/1529.html archived].</ref> In August 2002, Atlus announced the online components be eventually separated into its own unique release, with its release date postponed to Spring 2003. Atlus stated that they could not finish the online elements in time for the game's release, and they didn't want to delay it.<ref>RPGamer 05/08/2002 "Atlus Splices Shin Megami Tensei Nine", [https://web.archive.org/web/20150402065144/http://www.rpgamer.com/news/Q3-2002/080502c.html archived].</ref> As such, the offline version released on the planned release date December 5th 2002.<ref name=":1">GameSpot 11/08/2003 "[https://www.gamespot.com/articles/xbox-live-version-of-shin-megami-tensei-nine-canceled/1100-6073223/ Xbox Live version of Shin Megami Tensei Nine canceled]".</ref>  
For ''Shin Megami Tensei: Nine'', though Kazuma Kaneko was still in charge of the monster design, the team brought in a new character designer, [[Yasuomi Umetsu]], after discussion between Kaneko and the director [[Kazunori Sakai]].<ref name=":02" /><ref name=":0" /> Translating Kaneko's designs to 3D proved to be a challenge, in particular in regards to how they would move, since he viewed demons as static characters. However, Kaneko thought players would want more active demons, and didn't mind them moving as much since the game took place in a virtual world.<ref name=":0" />


On August 11th 2003, Atlus officially cancelled the online components of ''Shin Megami Tensei: Nine'' for Xbox, citing "issues with the company's overall network development environment and the profitability of online games".<ref name=":1" /> They announced at the same time they would shift developing ''Shin Megami Tensei: Nine'' for PC, which would include online aspects, due to the better infrastructure and bigger audience of online PC games.<ref name=":1" /> This project eventually transformed into ''[[Shin Megami Tensei: Imagine]]'', an MMORPG released in 2007 in Japan, 2008 in the United States and 2009 in Europe.<!--the sources I could find were in Japanese, a language I do not speak. so while it's probably true, I couldn't personally verify any source so I didn't add any for this.-->
Atlus announced at E3 2002 that while the online component was small, they could not secure the finances for a dedicated server, and they thought that other parties, such as Microsoft, would probably not provide a server for the game.<ref>RPGFan News 26/05/2002 "Post E3: Atlus Speaks", [https://web.archive.org/web/20150905195204/http://www.rpgfan.com/news/2002/1529.html archived].</ref> In August 2002, Atlus announced the online components be eventually separated into its own unique release, with its release date postponed to Spring 2003. Atlus stated that they could not finish the online elements in time for the game's release, and they didn't want to delay it.<ref>RPGamer 05/08/2002 "Atlus Splices Shin Megami Tensei Nine", [https://web.archive.org/web/20150402065144/http://www.rpgamer.com/news/Q3-2002/080502c.html archived].</ref> As such, the offline version released on the planned release date December 5th 2002.<ref name=":12">GameSpot 11/08/2003 "[https://www.gamespot.com/articles/xbox-live-version-of-shin-megami-tensei-nine-canceled/1100-6073223/ Xbox Live version of Shin Megami Tensei Nine canceled]".</ref>
 
On August 11th 2003, Atlus officially cancelled the online components of ''Shin Megami Tensei: Nine'' for Xbox, citing "issues with the company's overall network development environment and the profitability of online games".<ref name=":12" /> They announced at the same time they would shift developing ''Shin Megami Tensei: Nine'' for PC, which would include online aspects, due to the better infrastructure and bigger audience of online PC games.<ref name=":12" /> This project eventually transformed into ''[[Shin Megami Tensei: Imagine]]'', an MMORPG released in 2007 in Japan, 2008 in the United States and 2009 in Europe.<!--the sources I could find were in Japanese, a language I do not speak. so while it's probably true, I couldn't personally verify any source so I didn't add any for this.-->


==Nomenclature==
==Nomenclature==
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