The first two
Megami Tensei titles were developed by
Atlus and published by
Namco as part of a media expansion for
Digital Devil Story, a series of science fiction novels written by Aya Nishitani and published by
Tokuma Shoten. Following this, Tokuma Shoten lost interest in the project and failed to trademark the "
Megami Tensei" title, allowing Atlus to trademark it for themselves. Following this they contacted Nishitani directly for permission to create a new game project based on his work, to which Nishitani agreed; the new project became
Shin Megami Tensei. From the beginning of production, Atlus staff saw
Shin Megami Tensei as a chance to develop a game with the company's brand on it. The main staff included director Yōsuke Niino, producer Hideyuki Yokoyama, programmer and future
Megami Tensei director
Kouji Okada, writers Ryutaro Ito and Kazunari Suzuki, and composer Tsukasa Masuko.
Kazuma Kaneko worked on multiple aspects of the game, including character and sprite design, the world's concept and visual design, and the creation of visual assets. Atlus saw the game as a
remake of the previous game in the
Megami Tensei series,
Digital Devil Story: Megami Tensei II. As such, the staff knew what would happen with the story, so development went smoothly. An early factor in the game was the inclusion of a Law Hero and a Chaos Hero, and a protagonist who would initially be neutral and whose actions would affect their alignment. Kaneko defined this blending of different alignments as "a sort of hodgepodge" when compared to future games in the series. When designing it, the team slowly decided that they wanted to break the then-current gaming status quo using its aesthetic and content. That feeling, along with granting it a sense of reality through use of dark imagery, would later define the series. The main theme of
Shin Megami Tensei was a person waking up to inevitable destruction and being able to do nothing but rely on their own abilities. The scenario took a long time to finalize, being revised a number of times by multiple staff members. During earlier drafts, it was planned that the finale of the story would take place in
Israel after an extensive journey across Japan. One of the reasons the development team chose Tokyo as the main setting was that its turbulent history, going through multiple phases of development and often suffering severe damage in wars or due to natural disasters, made it comparable with the fantasy settings of other games at the time. In a later interview, an Atlus staff member stated that this setting and style made it the antithesis of traditional fantasy RPGs, adding that this resulted in the game developing a
punk spirit. Because of the post-apocalyptic setting of
Megami Tensei II, the development team wanted to depict a time before the apocalypse. The decision to set the game in Tokyo was made by Suzuki and Kaneko, and was influenced by manga such as
Violence Jack,
Devilman, and
Fist of the North Star. Kichijōji was decided to be the game's starting point due to Kaneko, Suzuki, and Ito all having lived in or near the area, or having visited it often. The abandoned Terminal Echo building there fascinated them, making them wonder how a building in such a prime location could remain unoccupied; Ito described it as two floors of arcade cabinets, with the rest of the building feeling like a
ghost town. This fascination led to it being included as a dungeon in the game. While designing the maps, Kaneko wanted to use
wire-frame models, but the Super Famicom's limited capacities meant this idea was scrapped. By the end of development, multiple members of staff voiced dissatisfaction with the final product. Ito and Suzuki felt that the portrayals of the Law and Chaos Heroes were imbalanced, with the Chaos Hero being too emotional and the Law Hero being unsympathetic. They also saw the demon fusion system as too difficult for players to master. Okada, while commenting on what improvements would be made for the next game, stated that there were too many useless items in the game. Niino felt that the game's pacing and flow needed to be addressed, as after naming the characters, the player immediately is prompted to divide their status points.
Character designs In addition to handling the graphics, Kaneko designed the character and demon designs for the game. The Hero's and the Heroine's clothes were designed to be futuristic; the Heroine was designed to be a protector, with clothes inspired by
American football equipment. The Law Hero and Chaos Hero have ordinary clothes at first; the Chaos Hero was designed to look unsophisticated, with a bad posture and military clothes. After their
metamorphoses, the Law Hero wears clothes designed to look priestly; Kaneko did not have a specific form in mind when designing them, but thought they looked "
Gucci-like". The Chaos Hero's clothes after his metamorphosis were designed to be similar to the character
Piccolo from the
Dragon Ball manga series; his hair style was also based on
Dragon Ball, specifically on that of the "super saiyan" transformations in that series. Kaneko wanted the Chaos Hero to change back and forth between human and demon form to tie in more closely with this design theme, but the concept was abandoned. During production, all the characters had names attached to them to help with identification during event planning. The character Louis Cyphre was inspired by the character of the same name from the 1987 movie
Angel Heart. Some characters, such as Stephen and General Gotou, are based on real-life people; in the game files, they are identified as "
hoking" and "
mishima", respectively. According to Ito, the character Thorman's name was originally inspired by the
Norse god of thunder, but after release, he realized that the name was highly similar to that of
Harry S. Truman, the American president who approved the
atomic attacks against Japan. For the demon design, Kaneko took inspiration from Medieval woodblock prints, wooden carvings from South America, masks from Micronesia, and terracotta figurines from the Middle East. His designs of angelic characters were influenced by descriptions from the Book of Ezekiel of angels having multiple strange forms, such as multiple arms or heads. In addition to traditional demons and monsters, Kaneko designed versions of less-frequented figures from Celtic and Southeast Asian mythology. The theme he used when drawing them was "fear", which extended to both obvious threats and the internal dread the creatures evoked. The graphics for most demons were directly drawn as
sprites, without
concept art, to make sure that the design and the graphics would work within the hardware limitations of the Super Famicom. Certain important characters, and some demons who the player would be guaranteed to meet, were drawn as concept art first. Several demons were designed in a way that allowed parts of their graphics to be reused; for instance, the demon
Cerberus' body is also used for Shanhui and
Nue, with a different color palette. Demon fusions were designed around the dichotomy of Law and Chaos, but in hindsight it was stated that this provided little fusion variety.
Music The game's music was composed by Tsukasa Masuko, with arrangements by Masuko and Tatsuya Nishiwaki. Masuko considered
Shin Megami Tensei to be an experimental work: it was the first time he had created music for the Super Famicom, so he was not familiar with the console's specifications. During composition, he needed to check the specifications repeatedly to see what he could do within the hardware limitations. For the
PC Engine port, the music was arranged by
Hitoshi Sakimoto. A soundtrack album,
Shin Megami Tensei Law & Chaos Disc, was released on February 24, 1993, by
Victor Entertainment under the catalog number
VICL-40046/7. It includes two discs: the first contains the music as it sounds in-game, and the second contains arrangements by Nishiwaki. A second album,
Shin Megami Tensei Sound Collection, was released on March 5, 2003, by
SME Visual Works under the catalog number
SVWC-7175/6. It includes music from the original and PlayStation versions of
Shin Megami Tensei,
Shin Megami Tensei II, and
Shin Megami Tensei If..., along with selected tracks from
Shin Megami Tensei: Nine. ==Release==