was chosen with an international audience in mind. The setting and subsequent character interactions were inspired by
John Carpenter's 1982 film
The Thing.
Strange Journey was co-developed by
Atlus and Lancarse, the developers of the
Etrian Odyssey series.
Strange Journey ran on a modified version of the engine used in the original
Etrian Odyssey. The Atlus staff were made up of many veterans of the
Megami Tensei series:
Kazuma Kaneko was producer, and character and demon designer; Eiji Ishida made his debut as a director after being chief designer for
Shin Megami Tensei: Nocturne; and the scenario's main writer was Shogo Isogai, who had worked on
Shin Megami Tensei II,
Shin Megami Tensei If..., and
Nocturne.
Strange Journey originated during talks among Atlus staff about creating a large-scale role-playing game using a small development team. Kaneko suggested a
Shin Megami Tensei game for the Nintendo DS. While originally planned as a small casual-focused project with a short development time, it grew in scale and shifted towards more challenging gameplay design. There were two main reasons for developing the game for this platform: Kaneko felt that the portable design fit in well with
Shin Megami Tensei gameplay philosophies, fellow role-playing game
Etrian Odyssey had been a commercial success, it had the biggest install base among their target audience, and its nature as a portable game meant people could concentrate more on the game when knowing that they could end their play session with ease. The inspiration behind the game's subtitle was the
event horizon as associated with
black holes. An early subtitle was "
Strange Horizon", but this had been used in a previous unspecified video game setting. After Kaneko watched
Amazing Journey: The Story of The Who, he and Eishida agreed on the title
Strange Journey. Speaking in 2008 Kaneko described the decision not to brand the game as "
Shin Megami Tensei IV" due to its different design goals, with Ishida clarifying in 2018 that the game was developed as a spin-off from the outset and gave them a lot of freedom with its setting and themes. When designing the game, the team aimed to appeal to hardcore gamers, with their main focus being on balancing gameplay and maintaining a challenging
difficulty level. The gameplay was kept firmly within the traditions of the
Megami Tensei series, while evolving and sometimes changing them. For example, the fusion system was re-designed to keep the game fast-paced, and former restrictions on skill inheritance were loosened to encourage experimentation. In contrast, the ability to fine-tune the main character's stats was removed. The battle system design and programming were both handled by Lancarse. The battle system was designed to provide ease of play, while aspects of demon alignment directly tied to the game's moral alignment system. The Demonica suit, which was tied into many of the game's systems, was designed around the concept of a spacesuit that included crucial software with which new demons could become visible and new areas could be explored. The multiplayer feature was originally conceived as players having contests between their demons, but this was decided against as it did not fit the game's atmosphere. Instead, the concept of demon exchanges was designed. Passwords were chosen over Wi-fi functions as it would make password exchanges through internet forums easier. From the outset, the game was designed with an overseas release in mind. Among the early ideas created for the title was for it to be set in
New York City, inspired by
John Carpenter's 1981 film
Escape from New York. This was vetoed as it would not offer much variety in its cast. To enable an international cast, it was decided to set the game in Antarctica. This choice of setting was also made to depict the danger posed by the Schwarzwelt on a worldwide scale. This setting differed greatly from previous
Shin Megami Tensei games, which had taken place in
Tokyo. It was also chosen as the North Pole had no widespread landmass, making it an impractical setting. When developing the character drama, the team took inspiration from another film by Carpenter, 1982's
The Thing. The moral alignment system, a staple in earlier
Shin Megami Tensei entries, was reintroduced for
Strange Journey to help players experience the game's themes. The central cast acted as both a microcosm of humanity and representation of the game's alignments. Due to the setting, the characters had to be members of a Special Forces group, as opposed to previous protagonists who had been average people. The game includes a larger presence of science fiction elements than in previous
Shin Megami Tensei games. Various elements within the game were inspired by science fiction movies: the Red Sprite was inspired by the main vehicle from the 1977 film
Damnation Alley, and some equipment was inspired by
James Cameron's 1986 film
Aliens. The characters' firearms were all modeled after real-life guns. When creating the Demonica suits, Kaneko decided against creating a pleasing design, instead focusing on a utilitarian appearance. Elaborating on how the science fiction elements complemented rather than clashed with the mystical elements of
Shin Megami Tensei, Kaneko stated that he felt that the series had always had elements of those two genres merging, commenting that some people saw a web URL as something like a magical incantation and referencing a quote from
Arthur C. Clark about technology becoming so advanced that it looked like magic.
Music The music was composed and arranged by
Shoji Meguro, whose previous work for the series included
Revelations: Persona and
Nocturne. In contrast to his previous work on the
Persona series, Meguro did not use contemporary musical elements. Instead, he created a more mature experience to reflect the game's story and setting. Ishida did not request a specific musical style, but instead asked Meguro to create the game score as if the game were a motion picture. The game's atmosphere led Meguro's decision to create a "sci-fi horror" tone in the score. To achieve the desired effect, he used militaristic orchestration, Gregorian choir, and minimalistic ambiance. The choir sounds were created using Eastwest Quantum Leap
Symphonic Choirs, a synthesizer which could realistically simulate a choir. An exception was the "Sorrow" theme, for which he primarily used a piano melody. For the game's "chaos" theme, he used musical elements similar to those in
Nocturne. So as to get as much music as possible on the game cartridge, Meguro used
CRI Middleware's Kyuseishu Sound Streamer compression algorithm.
Shin Megami Tensei: Strange Journey Original Soundtrack released on November 18, 2009, as a single CD release under the catalog number
COCX-35945. It was published by
Nippon Columbia. A bonus soundtrack containing music from the game was included with launch copies of the game in North America. After the game's release, it was discovered that the bonus disc had a manufacturing defect that made it unplayable. Once the issue was raised, Atlus and its manufacturing partner moved to enable players to receive free replacements. Reviews of the original soundtrack release have been positive, with reviewers noting its change in style compared to previous
Megami Tensei games. ==Release==