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Exploring Alignments in Shin Megami Tensei
Apr 29, 2025
Lecture on Shin Megami Tensei Alignments
Introduction
Exploration of alignment systems in Shin Megami Tensei (SMT) games.
Observations on biases in alignment endings, particularly in mainline games.
Comparison with spin-off games which often handle alignments better.
Game-by-Game Analysis
SMT-1
Law:
Messiahs aim to establish a kingdom under Yahweh. Realistic portrayal during desperate times.
Chaos:
Initially anarchistic; later involves siding with Lucifer to free banished gods.
Neutral:
Balance between order and freedom, preventing extremes.
Bias:
Neutral bias with all endings well-developed.
SMT-2
Law:
Draconic regime under Yahweh; results in destruction despite opposing Messiah regime.
Chaos:
Fight against Yahweh, freeing gods, and saving the world.
Neutral:
Human-centered, preventing divine guidance.
Bias:
Strong chaos bias, law portrayed negatively.
SMT-3 (Nocturne)
Law:
Various "reason" endings promoting different ideals.
Chaos:
True Demon ending which involves breaking the cosmic cycle.
Neutral:
Freedom and Demon endings, emphasizing ambivalence.
Bias:
Chaos bias due to depth and closure of the True Demon ending.
SMT: Strange Journey
Law:
Original ending involves strict subservience; Redux allows more freedom.
Chaos:
Emphasizes freedom and cohabitation with demons.
Neutral:
Focus on human independence; Redux adds a god-like guardian for humanity.
Bias:
No clear bias, balanced portrayal of all alignments.
SMT-4
Law:
Destructive portrayal aiming for genocide.
Chaos:
Initially sympathetic; culminates in demon takeover.
Neutral:
Promotes coexistence and peace.
Bias:
Strong neutral bias, most positive outcome.
SMT-5
Law:
Attempts to restore Yahweh's order; ends with new Tokyo under God's rule.
Chaos:
Focuses on freeing banished gods.
Neutral (Regular):
Human-centric, rejects both divine orders.
Secret Neutral:
Erases all gods and demons, leaving humanity alone.
Bias:
Complex portrayal with slight chaos bias in narrative, but neutral bias in endings.
Conclusion on Biases
Overall Bias:
Three out of six mainline games show neutral bias.
Negative Portrayals:
Law is often portrayed negatively, particularly relating to Yahweh.
Cultural Context:
Reflects Japan's historical and cultural perspectives on Christianity.
Thoughts on Storytelling
Issues with recurring negative portrayal of Yahweh in SMT.
Desire for more nuanced and morally complex depictions of law in future games.
Final Remarks
Insight into the cultural and historical underpinnings of SMT's portrayal of alignments.
The need for balanced storytelling in future SMT releases.
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