Shin Megami Tensei: Strange Journey cover art

Shin Megami Tensei: Strange Journey

Antarctic first-person dungeon crawl where mapping hostile floors and fusion planning beat any reflex.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION1 /10READS0 /10VARIANCE5 /10OPTIMIZATION9 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    1/10

    First-person grid crawling; no dexterity.

  2. Reads

    cheat: Out-predict an adaptive opponent

    0/10

    Demon sources and bosses are fixed content.

  3. Variance

    cheat: See what's hidden / map the RNG

    5/10

    Negotiation rolls and hidden dungeon gimmicks surprise constantly.

  4. Optimization

    cheat: A perfect solver / coach

    9/10

    Demon co-op alignment and fusion routing are the real test.

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2009
Developer
Atlus
Franchise
Megami Tensei
Platforms
NDS
Modes
Single player
IGDB critics
87/100
IGDB users
90/100
Role-playing (RPG)AdventureScience fiction