"Satan here; keep the noise down, I'm trying to destroy the world"
Shin Megami Tensei: Lucifer's Call
The game's biggest addition to the world of role-playing (apart from sheer quantity of letters in the title!) is the ability to 'talk' to monsters, instead of attacking them. Get it right and they'll join your party as summonable characters. Naturally, within hours we had a harem of bondage-clad angels and bat-winged demon babes, such is our charm. The other 'big sell' is Devil May Cry's Dante cameo. Typical, we finally get to talk to a girl and someone comes along with a bigger sword!
In the story, the Conception has occurred: the birth of a new world from the destruction of the old. Armageddon with a nicer name, basically. Thanks to a magatama - a parasite that turns you into a demon - you've escaped the global annihilation. Now you're lost in a twisted, devil-filled version of Tokyo, looking for answers.
The modern setting adds a contemporary feel to the usual fantasy fare but the boring locations (hospitals, municipal parks) make bland backdrops. And there's little sense of exploration due to the linear progression from one hint to the next. And the text cut-scenes and shallow conversations further ruin the atmosphere. It's not a total loss though; the turn-based combat is satisfying and strategic, if a little simplistic.
Lucifer's Call might not rise to the quirky characterisations of Shadow Hearts or the epic scale of Final Fantasy, but it does have some charm. Just not quite enough.