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SOJ Shin Megami Tensei: Nine · The History
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The History of Shin Megami Tensei: Nine

The mainline Shin Megami Tensei the West never received, on the West's own console.

Shin Megami Tensei: Nine (Xbox, Japan, December 5, 2002) is the strangest object on this shelf: a mainline entry in Atlus's flagship series, built exclusively for an American console that was failing in Japan, released only in Japan, and never officially released, translated, or reissued anywhere else since. Its name is not a number count. It refers to the game's nine moral alignments, and nearly everything about the game, its online ambitions, its split release, and its afterlife, follows from decisions documented at the time.

THE MAKING

An online Shin Megami Tensei, planned in 2001

The concept originated in staff discussions about how Shin Megami Tensei would work as an online game. Development began in 2001 at Atlus's R and D 1 with help from NexTech, produced by series veteran Kouji Okada, directed by Kazunori Sakai, and written by Nobutaka Shimizu. The game was announced on August 27, 2001 at the Xbox Conference Summer 2001 under the title Shin Megami Tensei Online, and renamed Nine in February 2002, in part so players would not worry the game was exclusively online; the single player campaign was conceived as an introduction to the online component.

Established staff carried the series' identity: Kazuma Kaneko designed new demons, and, finding goddess figures such as Maria a new challenge, suggested bringing in a collaborator, so Yasuomi Umetsu designed the main characters. The technical ambitions were firsts for the series: the first Megami Tensei on an Xbox console, the first with fully 3D graphics, the first to shift from first person to a third person camera, the first customizable avatar, and early use of 5.1 surround sound. Sound director Takahiro Ogata and composer Masaki Kurokawa recorded ambient sound in Tokyo districts including Kichijoji and Roppongi to build the game's virtual city, and estimated over three hundred possible variants of the battle music, which shifted with the player's alignment. Okada described the development, on the record, as challenging, with the new real time battle system and the second, tactical hacking system the hardest parts to balance.

THE DESIGN

Idea Space, a virtual Tokyo between two apocalypses

Nine is set between Shin Megami Tensei and its sequel: after the ICBM strike on Tokyo, survivors live underground and spend their lives in Idea Space, a virtual recreation of 1990s Tokyo built from districts including Shinjuku, Shibuya, and Ikebukuro. The player, default name Kei Azuma, is recruited as a Debugger, hunting the Noise, digitized demons attacking the system. Demon negotiation and fusion return, attitudes shifting with the moon phase, and summoning capacity is measured in “kilodevil” values that can be compressed in the Cathedral of Shadows.

The title system is the nine alignments: the series' Law, Neutral, and Chaos axis crossed with a Light, Neutral, and Dark axis, tracked on a three by three matrix. Okada's stated reason was to explore the original game's moral alignments in more detail, which is also why the game sits between the first two entries. Battles reward no experience points; equipped jewels set the protagonist's strengths, one of several experiments that make Nine the series' most mechanically unusual mainline entry.

THE EDITIONS

The versions that exist
Japan · December 5, 2002
The original and only release territory. A Deluxe Edition shipped alongside the standard edition with a figurine of Maria and an online access keycard. No Western release followed: after E3 2002 Atlus noted it could not finance a dedicated server itself, answered “no comment” at E3 2003, and stated in 2006 that there were no plans to bring Nine overseas.
The split · August 2002
Atlus divided the game into a stand alone offline version and an online version, stating the team lacked time to integrate the online functions and did not want to delay release. What shipped in December 2002 was the stand alone version; the Japanese box in this gallery carries that “Stand Alone Version” wording on its face.
The online version · cancelled 2003
On August 11, 2003, Atlus officially cancelled the Xbox online component, citing issues with the company's overall network development environment and the profitability of online games, and shifted the project to PC, where the infrastructure and audience were stronger.
Platinum Collection · 2003, and Imagine · 2007
A budget Platinum Collection reissue followed in Japan on October 23, 2003. The PC online project eventually became Shin Megami Tensei: Imagine, the series' MMORPG, released in Japan in 2007 and in the West from 2008. A novelization and a comics anthology appeared in Japan in March 2003. Nine itself has no port, no digital re-release, and no backwards compatibility on later Xbox consoles in the documented record.

THE RECEPTION

The scores, with the dissent kept
Famitsu · 31 / 40
The four Famitsu reviewers scored it 9, 8, 7, and 7: respectable, divided, and not the system seller the Xbox needed in Japan.
The sales · below the plan
Heavily promoted, the game opened at number 18 in the Dengeki charts with about 14,000 units, fell out of the Top 50 within three weeks, and passed 30,000 by year's end. Atlus reported 45,000 units by the close of the 2002 to 2003 fiscal year against a planned 67,000, and announced in May 2003 that the development costs and poor sales of its Xbox games, Nine among them, had contributed to a financial loss for the year.
The chart footnote · a top ten Xbox game in Japan
Famitsu's lifetime Japanese chart for the original Xbox places Nine tenth among the console's best sellers in Japan at 42,920 units, a ranking that says as much about the Xbox in Japan as about the game.
Western reception · none, officially
There is no Western review record for an official release, because there was none. Import coverage is the whole of it. This page prints no invented consensus.

THE LEGACY

The only Shin Megami Tensei made for a Microsoft console

Nine remains, in the documented record, the only title in the entire Megami Tensei franchise made exclusively for a Microsoft console, and it was the only Shin Megami Tensei on any Xbox until Shin Megami Tensei V: Vengeance reached Xbox One and Series X/S in 2024, twenty two years later. Its online half survived by changing platforms and names, becoming Imagine. Its single player half became a fixed point for collectors: a mainline Atlus RPG, in a green Xbox case, in Japanese only, on a console Japan largely declined to buy.

For this Library's purposes Nine is the textbook Japan gap: a series with proven and growing Western demand, a mainline entry the West was never offered in any form, and physical copies that exist only as Japanese prints. The demand side of that gap is documented by the series' Western history since; the supply side is a single 2002 print run and one budget reissue, both Japan only.

THE GAME ON THE SHELF

SMT Nine · Xbox
Shin Megami Tensei Nine Japanese Xbox box art
Japanese Xbox box art · 2002
Atlus's Japan only Xbox RPG, nine alignments, and a cancelled online half.
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