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Maken X

Maken X[a] is a first-person hack and slash video game developed by Atlus for the Dreamcast. It was published by Atlus in Japan in 1999, while Sega localized and released the game overseas in 2000. Gameplay has the Maken—a sentient sword-like being—"brainjacking" or taking control of multiple characters across a variety of levels; combat is primarily based around short-ranged melee attacks, with some characters sporting additional abilities such as ranged attacks.

Maken X
North American Dreamcast cover art
Developer(s)Atlus
Publisher(s)
  • JP: Atlus
  • NA: Sega (DC)
  • EU: Sega
    Midas Interactive Entertainment (PS2)
Director(s)Katsura Hashino
Producer(s)Kouji Okada
Designer(s)Tatsuya Igarashi
Programmer(s)Tai Yamaguchi (DC)
Satoshi Ōyama (PS2)
Artist(s)Kazuma Kaneko
Writer(s)Kazunori Sakai
Composer(s)Shoji Meguro
Takahiro Ogata
Platform(s)Dreamcast
PlayStation 2
ReleaseDreamcast
  • JP: November 25, 1999
  • NA: April 25, 2000
  • EU: July 7, 2000
PlayStation 2
  • JP: June 7, 2001
  • EU: June 27, 2003
Genre(s)Hack and slash
Mode(s)Single player

The story is set on near-future Earth during a time when the world is descending into chaos due to natural disasters and political upheaval in Europe and rising political tension between the United States and China. When the facility where the Maken was developed is attacked, the sword bonds to main heroine Kay Sagami and is sent on missions against the group responsible for the attack. Depending on dialogue choices and brainjacked characters, seven possible endings can be achieved.

Concept work began during the middle of production on the Persona 2 duology. Featuring staff from the Megami Tensei franchise including artist Kazuma Kaneko and composer Shoji Meguro, development took approximately two years. It was the first game developed by Atlus to feature full voice acting, and one of the company's earliest fully 3D titles. The game was met with mixed reviews, but sold well in Japan. An enhanced remake for the PlayStation 2, Maken Shao: Demon Sword (魔剣 爻, Maken Shao), was published by Atlus in Japan in 2001 and in Europe by Midas Interactive Entertainment in 2003. It changed a number of gameplay elements, introduced further cutscenes, adjusted the music, and added the third-person perspective in response to a common trend in Japan of first-person games causing motion sickness.

Gameplay edit

 
 
The first-person perspective of Maken X (top) was changed in Maken Shao (bottom) to a third-person perspective.

Maken X is a first-person action hack and slash video game where players control a variety of characters wielding a sentient sword dubbed the Maken.[1][2] The game is divided into "Event Scenes", cutscenes related to the story; and "Action Scenes", the gameplay segments; and the world map used to select levels.[3] On the world map, players can select a variety of levels including main story missions, zones holding new playable characters, and levels involving key non-playable characters.[4] If the player character's health is fully depleted, the game ends.[3] Players take control of a number of people through the Maken's "brainjack" ability, enabling them to take control of different story-related characters; each character wields a version of the Maken, but also have unique abilities and different statistics such as higher health and greater attack power, or character-specific abilities such as ranged attacks or stunning enemies.[2][5][6]

Players navigate linear levels with the selected character, able to interact with certain environmental elements and jump over obstacles or onto higher platforms.[2][7] During combat, the player is able to move freely within the environment, and has access to a variety of moves including a back step and strafing to avoid attacks. Enemies encountered in areas include humans, hostile animals, machines, and supernatural entities. The player character, who can lock onto enemies during combat, has a standard attack option, with combos achieved through consecutive attacks. An "EX Gauge" can be charged up and released to trigger a powerful attack. The player can also leap over and strike an enemy from behind—these actions open the enemy up to a high-damage attack.[6][7][8] The player can find several types of items within each level; these include various sizes of life capsules which replenish health, increase attack power for a limited time, and gain PSI points from defeated enemies. PSI points are essential when brainjacking new characters, as the Maken can only brainjack a character with a lower or equivalent PSI level.[7]

For the remake Maken Shao, gameplay remains mostly the same, but with several added mechanics and a shift to a third-person perspective focused behind the back of the character. Combat options remain the same, but character abilities are now increased through combat by gaining "Image points", experience points earned from defeated enemies. After gathering enough Image points, new skills are unlocked for the current character, with the Maken's compatibility or "synchronization" with that character increasing alongside it; increased synchronization with a character raises their basic attributes such as health and attack power.[9]

Synopsis edit

Setting and characters edit

Maken X is set in a near-future version of Earth, described as "five minutes" into the future, the limit of precognitive vision. In the world of Maken X, the spirit is a scientifically proven concept referred to as PSI, which arises from a separate dimension and is the source of emotion and sensation.[10][11] Amid rising tensions and flagging negotiations between the United States of America and the People's Republic of China, the European Union is collapsing due to growing misfortune across Europe.[10] Two key factions are the Blademasters, a society who maintain world peace at all costs and share a special gene dubbed the "D Gene"; and the Sangokai, a Hong Kong-based crime syndicate which splintered from the Blademasters and are responsible for the catastrophes engulfing the world. The Sangoki are led by the Hakke, humans with warped PSI that has malformed their bodies.[11] The central cast are staff at the Kazanawa Research Institute in Japan, which is secretly funded by the Blademasters from a base in China.[10]

The main protagonist is the Maken, an artificial being with direct access to the world of PSI. The Maken's key ability is "brainjack"; the Maken's native PSI is able to substitute itself for the PSI of a chosen host—referred to as their "Image"—giving the Maken control of that person's body. Given the default name "Deus Ex Machina", it was developed ostensibly as a means of treating mental illness, but is in fact a weapon for the Blademasters to defeat the Sangoki as it has the ability to destroy a person's Image.[11][12][13] The Maken's first and primary host is Kay Sagami; the daughter of the institute's leader Hiro Sagami and a Chinese mother who died when Kay was still young, Kay dreams of following in her father's footsteps.[12][13] Supporting characters include Institute researchers Anne Miller and Peter Jones, Kay's childhood friend and love interest Kou Yamashiro; Blademaster leader Fu Shou Lee, who funds the Maken's creation; and Fei Chao Li, Kay's tutor and the intended wielder of the Maken due to possessing the Blademasters' D Gene.[12][13]

Plot edit

The game opens with the Maken's activation; Kay watches with her father as Fei prepares to wield the sword. They are attacked by Sangokai member Hakke Andrey, who kidnaps Sagami and mortally wounds Fei. Prompted by Fei before he dies, Kay takes up the Maken; brainjacking Kay, the Maken defeats Andrey, but fails to prevent Sagami from being kidnapped. Despite brainjacking Andrey to pursue the Sangokai under Lee's orders, Kay remains tied to the Maken and is in danger of permanently losing her PSI. During the Maken's journey across the world, it is revealed that the Sangokai—whose members include the current President of the United States—are being influenced by a god-like being of the PSI realm dubbed Geist. Geist, which also seeks to preserve humanity through more extreme means than the Blademasters, intends to use the Sangokai to reduce the human population. Over the course of the game, the Maken has the option of brainjacking numerous characters from both the Blademasters and the Sangokai.

Depending on brainjacking and dialogue choices made by the Maken through the game, several different narrative paths and endings are unlocked.[14] One ending has the Maken follow the Blademasters' orders, destroying the Sangokai and Geist while saving both Kay and Sagami; it is then sealed away as it has the potential of becoming a second Geist. Another ending sees the Maken allowing Kay to die, taking control of the American President following Geist's defeat. The third ending shows the Maken abandoning its mission in order to save Kay, which brings it into conflict with Geist—with the help of Kou, the Maken sacrifices itself and restores Kay to her body. Alternate versions of this route show the Maken being offered a deal by Geist if the Maken refuses to allow itself to die for Kay—accepting the truce restores Kay, while refusing it restores Sagami while the Maken permanently takes over Kay's body. Another route sees the Maken refuse to follow the Blademasters' orders and instead side with the Sangokai, killing Lee and joining Geist in creating a "utopia" by controlling human thoughts. If the Maken refuses to follow both the Blademasters and the Sangokai, it kills Geist while allowing Kay to die. The Maken is contacted by Lee's spirit, who says that the Maken is now the only being left capable of restoring the world.

Development edit

The concept for Maken X arose while Atlus was part of the way through developing the Persona 2 duology (Innocent Sin and Eternal Punishment) for the PlayStation.[15] Producer Kouji Okada was one of the original creators of Atlus' Megami Tensei series. Longtime Megami Tensei artist Kazuma Kaneko acted as art director and character designer.[15] The director was Katsura Hashino; having worked as a planner on multiple titles since Shin Megami Tensei If..., Maken X was his debut as a game director.[16] The game was developed by internal studio Atlus R&D1.[17] Most of the development team were directly carried over from the second Persona 2 game.[18] The Atlus staff were beginning to feel limited by the scope of the Megami Tensei universe, so when they were shown the specifications of the Dreamcast console, they immediately decided to create something new for that console.[19] Okada later said that Atlus' main desire when creating Maken X was to develop something new after making role-playing games for most of the company's lifetime.[18]

Speaking in an interview, Okada and Kaneko referred to the development period for Maken X as quite turbulent. Kaneko felt at first that the game was an "odd job", but over time he became deeply involved as the game graduated into being an important project for him. It was the first time the team had tried development with the Dreamcast, which proved more versatile and powerful than expected. The developers initially wanted a "neat" development project, but demands came for a more expansive project, resulting in the game's scale greatly increasing and the development process becoming chaotic, with more staff coming on board to help development. Due to these factors, the period of trial and error when creating the gameplay lasted much longer than intended.[15] The first-person perspective combined with sword-based action was chosen to create a unique feel for the game.[18] While 3D elements had been included in earlier Atlus titles, Maken X was the first time Atlus used both full 3D visuals and full-motion 3D CGI cutscenes.[20] The game was also the first time the Megami Tensei team had attempted development of a game outside the role-playing genre.[15]

Okada described the main theme as power achieved through intelligence and overcoming the environments.[19] The main narrative featured multiple references to Chinese mythology, while many of the player characters drew from historical and literary figures from each country the game visited. The Hakke leaders of the Sangokai were designed around a particular part of their body being malformed.[15][21] A narrative element carried over from the Megami Tensei franchise was a system of choices based on morality that influenced the ending; while these elements had been thoroughly explored in Megami Tensei, the team felt the themes still had potential and so used it in Maken X. The game was Atlus' first title to feature full voice acting; the team initially planned to voice event scenes in English and Chinese with Japanese subtitles, but included voice acting across the whole game due to positive feedback. A similar set of circumstances led to the wide use of stereophonic sound across the whole game when it was initially planned only for action sequences.[15]

Music edit

The game's original score was composed by Shoji Meguro and Takahiro Ogata.[22] The musical style, which was described by Okada as "all techno music with heavy drumbeats", was intended to make the game feel "lively and fast".[18] Meguro worked on the soundtrack for around a year and a half, and composed most of the game's music, receiving some concepts for tunes and then being left to his own devices. He was faced with restrictions with the console's hardware, but was able to have more creative freedom than his work on Devil Summoner: Soul Hackers. The jazz-oriented ending theme, sung by Diana Leaves, was cited by Meguro as one of his favorite compositions from the game.[23] Due to his work, Meguro was unable to contribute to the Persona 2 duology at the time despite his previous involvement with Revelations: Persona.[24]

An official soundtrack was released by King Records in Japan on December 23, 1999.[25] An album of remixed tracks from the game by a number of guest musicians, Maken X Remix Soundtrack L'Image, released by Avex Mode on January 19, 2000.[26] The Maken X album, which became fairly rare in the years following its release, was later re-released by Atlus on iTunes on June 1, 2011. A new remix track was included as an exclusive to the digital album.[27]

Release edit

Maken X was first announced in November 1998.[28] Maken X was published by Atlus on November 25, 1999.[29] While Atlus' earlier Megami Tensei titles were aimed fully at the Japanese market, Maken X had been designed from the outset to have an international appeal.[18] Voice recording for the international release took place in North America. Meguro was involved in the process, which he stated was a positive experience.[23] The localization was handled cooperatively by Atlus and the American branch of Sega, who acted as the game's publishers.[19][30][31] The game's international release was announced in February 2000.[32] One of the points Atlus was concerned about for the international version was the use of Nazi imagery for some enemies. Due to what were described as "cultural points that could be harmful", the game's graphics were altered for the international release to avoid controversy. The gameplay remained unchanged between versions.[18][19] Kaneko described the voice recording as the most difficult part of the localization.[19] Initially scheduled for release in March, the game was pushed forward into April for unspecified reasons, although it was speculated that it was due to that month already boasting several game releases.[33] Maken X was eventually released in North America on April 25, 2000.[31] In Europe, the game was released on July 7 of that year.[1]

Maken Shao: Demon Sword edit

Maken Shao: Demon Sword, known in Japan simply as Maken Shao,[b] was developed by Atlus for the PlayStation 2.[21] Okada, Hashino and Kaneko returned to their respective roles. The additional CGI segments were created by Polygon Magic.[16][21][34] While the basic gameplay and the original plot were carried over, several adjustments were made. The biggest change was a shift from a first-person to a third-person perspective; this was done due to a recurring problem with Japanese gamers dubbed "3D sickness", where people became motion sick when playing first-person games.[21] Another improvement was the sound environment, which made full use of Dolby Surround software.[35] The title's added "爻" character, an archaic Chinese symbol, was used as it represented two "X" characters, showing the game's status as an evolved version of Maken X.[21] Meguro returned to compose for Maken Shao, remixing many paces and adding additional musical elements.[21]

Maken Shao was first announced in February 2001. Prior to its official announcement, there was speculation that it was a sequel to the original game.[36] Maken Shao was published by Atlus in Japan on June 7, 2001. It came with both standard and limited editions, with the limited edition having exclusive cover art.[37] A mini-album of new and remixed music from Maken Shao, titled Maken Shao Mini Soundtrack and released alongside the original album's iTunes release to celebrate the game's tenth anniversary.[27]

For its European release, DC Studios both converted Maken Shao to PAL region hardware, and localized the game into English.[38] It was published as Maken Shao: Demon Sword by Midas Interactive Entertainment on June 27, 2003.[39][40] This version was later re-released by Midas Interactive Entertainment on the European PlayStation Network on February 27, 2013, as a PlayStation Classic title.[41]

Adaptations edit

A manga adaptation written and illustrated by Q Hayashida was released between January 2000 and November 2001 by Kodansha. Titled Maken X: Another, the story followed a similar path to the original game.[42][43] The manga was collected into two volumes and released under the title Maken X: Another Jack by Enterbrain on December 25, 2008.[44][45] A comic anthology was published by Kodansha in March 2000.[46] A novelization titled Maken X: After Strange Days, written by Akira Kabuki and published by ASCII Media Works, was released in April 2000.[47]

Reception edit

In Japan, the game received high scores from critics. The Japanese Dreamcast Magazine gave Maken X scores of 9, 9 and 7 out of 10 from three critics, placing it among the issue's highest-scoring games.[63] Famitsu gave the game a score of 32/40, consequently receiving the magazine's "Gold" award.[53] The remake Maken Shao received an identical score of 32/40 from Famitsu, which praised the overall gameplay and varied character choice.[54]

The game received above-average reviews internationally according to the review aggregation website GameRankings.[48] In an import review, Edge Magazine said that it was only the game's lack of multiplayer and level design that kept it from contending with the likes of GoldenEye 007, saying that it was otherwise a good Dreamcast game for adventure players.[6] In contrast, Lee Skittrell of Computer and Video Games felt it was not worth purchasing other than by those "desperate" for an action game due to the many faults he found.[64] James Mielke of GameSpot called Maken X a strong addition to the Dreamcast library and a good game in its own right,[5] IGN's Anoop Gantayat felt the game should be rented rather than immediately bought due to his own complaints,[8] while website GameRevolution said that Maken X was "one of those games that could have been great."[58] Eric Bratcher of NextGen said of the game, "There are redeeming elements, but they just don't resolve into anything exciting. We suggest waiting for Half-Life [Counter-Strike]."[62] GamePro, however, stated, "While this game doesn't fit neatly into any category – action, fighting, adventure, or role-playing – anyone who likes the idea of a pulse-pounding, arcade-style slasher with sweet graphics will enjoy hacking it up with Maken X."[65][d]

Nerys Coward of Official Dreamcast Magazine praised the story, calling it "theatrical and intriguing",[1] while in contrast Gantayat felt the storytelling was "poor" and faulted Sega's translation for further effecting it.[8] Edge Magazine noted the story's prominence set Maken X apart from equivalent first-person games of the time.[6] Skittrell was highly critical of the story segments as "boring [...] and far too long", but said the story was entertaining.[64] GameRevolution praised the unique choice of the Maken as protagonist along with the variety of endings.[58] The English voice acting was panned by multiple critics.[1][8][58]

Coward described the gameplay as highly enjoyable, praising the variety of playable characters but faulting the controls as stiff.[1] Edge praised the combat options and refreshing change from standard combat in other first-person games, noting the variety offered by character abilities but criticizing the lack of multiplayer options.[6] Mielke called the gameplay "pretty standard" aside from enemy variety and character options, and noted the light puzzle elements.[5] Skittrell generally found the game's substance lacking, but enjoyed the brainjacking feature.[64] Multiple reviewers faulted the controls as cumbersome or inappropriate for the gameplay.[1][5][8][64][58]

Coward praised the "slick and glitch-free" environments,[1] while Gantayat gave unanimous praise to both the game's graphics and its character designs.[8] Mielke gave particular praise to Kaneko's character designs, and like Coward noted the environments as being free of glitches and running smooth while maintaining quality.[5] Skittrell called the environmental graphics "super-crisp but lifeless and bland",[64] a sentiment shared by Edge.[6]

Upon its release in Japan, Maken X reached No. 6 in gaming charts. With sales of around 66,000 units, the game was the best-selling new Dreamcast release of the week, selling through nearly 73% of its shipments.[66][67] The game's total sales as of 2004 have reached over 70,800 units, ranking as the 50th best-selling Dreamcast game in Japan.[67] Maken Shao entered Japanese charts at No. 2, coming in behind Phantasy Star Online Ver 2 and ahead of the PlayStation port of Shin Megami Tensei.[68] Total sales for Maken Shao in Japan during 2001 stand at just over 40,000 units.[69]

Notes edit

  1. ^ (Japanese: 魔剣X, lit. Demon Sword X)
  2. ^ (魔剣爻, lit. Demon Sword Shao)
  3. ^ In Electronic Gaming Monthly's review of the game, one critic gave it a score of 5.5/10, and the rest gave it each a score of 6/10.
  4. ^ GamePro gave the game three 4.5/5 scores for graphics, control, and fun factor, and 4/5 for sound.

References edit

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  64. ^ a b c d e Skittrell, Lee (October 2000). "Maken X" (PDF). Computer and Video Games. No. 226. p. 112. (PDF) from the original on May 19, 2023. Retrieved December 3, 2023.
  65. ^ Jake The Snake (July 2000). "Maken X" (PDF). GamePro. No. 142. p. 92. (PDF) from the original on August 13, 2023. Retrieved December 3, 2023.
  66. ^ Langan, Matthew (December 6, 1999). "Japan Software Sales". IGN. Ziff Davis. from the original on April 15, 2013. Retrieved December 20, 2021.
  67. ^ a b . Japan Game Charts. Archived from the original on September 24, 2009. Retrieved May 5, 2017.
  68. ^ 【メッセサンオー本店売り上げランキング(6/3~6/9調査)】文句なし!「PHANTASY STAR ONLINE Ver.2.0」がぶっちぎりトップ!!. ASCII Media Works (in Japanese). June 12, 2001. from the original on August 18, 2021. Retrieved December 20, 2021.
  69. ^ . Geimin.net (in Japanese). Archived from the original on October 20, 2012. Retrieved July 5, 2017.

External links edit

maken, first, person, hack, slash, video, game, developed, atlus, dreamcast, published, atlus, japan, 1999, while, sega, localized, released, game, overseas, 2000, gameplay, maken, sentient, sword, like, being, brainjacking, taking, control, multiple, characte. Maken X a is a first person hack and slash video game developed by Atlus for the Dreamcast It was published by Atlus in Japan in 1999 while Sega localized and released the game overseas in 2000 Gameplay has the Maken a sentient sword like being brainjacking or taking control of multiple characters across a variety of levels combat is primarily based around short ranged melee attacks with some characters sporting additional abilities such as ranged attacks Maken XNorth American Dreamcast cover artDeveloper s AtlusPublisher s JP AtlusNA Sega DC EU SegaMidas Interactive Entertainment PS2 Director s Katsura HashinoProducer s Kouji OkadaDesigner s Tatsuya IgarashiProgrammer s Tai Yamaguchi DC Satoshi Ōyama PS2 Artist s Kazuma KanekoWriter s Kazunori SakaiComposer s Shoji MeguroTakahiro OgataPlatform s DreamcastPlayStation 2ReleaseDreamcastJP November 25 1999NA April 25 2000EU July 7 2000PlayStation 2JP June 7 2001EU June 27 2003Genre s Hack and slashMode s Single player The story is set on near future Earth during a time when the world is descending into chaos due to natural disasters and political upheaval in Europe and rising political tension between the United States and China When the facility where the Maken was developed is attacked the sword bonds to main heroine Kay Sagami and is sent on missions against the group responsible for the attack Depending on dialogue choices and brainjacked characters seven possible endings can be achieved Concept work began during the middle of production on the Persona 2 duology Featuring staff from the Megami Tensei franchise including artist Kazuma Kaneko and composer Shoji Meguro development took approximately two years It was the first game developed by Atlus to feature full voice acting and one of the company s earliest fully 3D titles The game was met with mixed reviews but sold well in Japan An enhanced remake for the PlayStation 2 Maken Shao Demon Sword 魔剣 爻 Maken Shao was published by Atlus in Japan in 2001 and in Europe by Midas Interactive Entertainment in 2003 It changed a number of gameplay elements introduced further cutscenes adjusted the music and added the third person perspective in response to a common trend in Japan of first person games causing motion sickness Contents 1 Gameplay 2 Synopsis 2 1 Setting and characters 2 2 Plot 3 Development 3 1 Music 4 Release 4 1 Maken Shao Demon Sword 4 2 Adaptations 5 Reception 6 Notes 7 References 8 External linksGameplay edit nbsp nbsp The first person perspective of Maken X top was changed in Maken Shao bottom to a third person perspective Maken X is a first person action hack and slash video game where players control a variety of characters wielding a sentient sword dubbed the Maken 1 2 The game is divided into Event Scenes cutscenes related to the story and Action Scenes the gameplay segments and the world map used to select levels 3 On the world map players can select a variety of levels including main story missions zones holding new playable characters and levels involving key non playable characters 4 If the player character s health is fully depleted the game ends 3 Players take control of a number of people through the Maken s brainjack ability enabling them to take control of different story related characters each character wields a version of the Maken but also have unique abilities and different statistics such as higher health and greater attack power or character specific abilities such as ranged attacks or stunning enemies 2 5 6 Players navigate linear levels with the selected character able to interact with certain environmental elements and jump over obstacles or onto higher platforms 2 7 During combat the player is able to move freely within the environment and has access to a variety of moves including a back step and strafing to avoid attacks Enemies encountered in areas include humans hostile animals machines and supernatural entities The player character who can lock onto enemies during combat has a standard attack option with combos achieved through consecutive attacks An EX Gauge can be charged up and released to trigger a powerful attack The player can also leap over and strike an enemy from behind these actions open the enemy up to a high damage attack 6 7 8 The player can find several types of items within each level these include various sizes of life capsules which replenish health increase attack power for a limited time and gain PSI points from defeated enemies PSI points are essential when brainjacking new characters as the Maken can only brainjack a character with a lower or equivalent PSI level 7 For the remake Maken Shao gameplay remains mostly the same but with several added mechanics and a shift to a third person perspective focused behind the back of the character Combat options remain the same but character abilities are now increased through combat by gaining Image points experience points earned from defeated enemies After gathering enough Image points new skills are unlocked for the current character with the Maken s compatibility or synchronization with that character increasing alongside it increased synchronization with a character raises their basic attributes such as health and attack power 9 Synopsis editSetting and characters edit Maken X is set in a near future version of Earth described as five minutes into the future the limit of precognitive vision In the world of Maken X the spirit is a scientifically proven concept referred to as PSI which arises from a separate dimension and is the source of emotion and sensation 10 11 Amid rising tensions and flagging negotiations between the United States of America and the People s Republic of China the European Union is collapsing due to growing misfortune across Europe 10 Two key factions are the Blademasters a society who maintain world peace at all costs and share a special gene dubbed the D Gene and the Sangokai a Hong Kong based crime syndicate which splintered from the Blademasters and are responsible for the catastrophes engulfing the world The Sangoki are led by the Hakke humans with warped PSI that has malformed their bodies 11 The central cast are staff at the Kazanawa Research Institute in Japan which is secretly funded by the Blademasters from a base in China 10 The main protagonist is the Maken an artificial being with direct access to the world of PSI The Maken s key ability is brainjack the Maken s native PSI is able to substitute itself for the PSI of a chosen host referred to as their Image giving the Maken control of that person s body Given the default name Deus Ex Machina it was developed ostensibly as a means of treating mental illness but is in fact a weapon for the Blademasters to defeat the Sangoki as it has the ability to destroy a person s Image 11 12 13 The Maken s first and primary host is Kay Sagami the daughter of the institute s leader Hiro Sagami and a Chinese mother who died when Kay was still young Kay dreams of following in her father s footsteps 12 13 Supporting characters include Institute researchers Anne Miller and Peter Jones Kay s childhood friend and love interest Kou Yamashiro Blademaster leader Fu Shou Lee who funds the Maken s creation and Fei Chao Li Kay s tutor and the intended wielder of the Maken due to possessing the Blademasters D Gene 12 13 Plot edit The game opens with the Maken s activation Kay watches with her father as Fei prepares to wield the sword They are attacked by Sangokai member Hakke Andrey who kidnaps Sagami and mortally wounds Fei Prompted by Fei before he dies Kay takes up the Maken brainjacking Kay the Maken defeats Andrey but fails to prevent Sagami from being kidnapped Despite brainjacking Andrey to pursue the Sangokai under Lee s orders Kay remains tied to the Maken and is in danger of permanently losing her PSI During the Maken s journey across the world it is revealed that the Sangokai whose members include the current President of the United States are being influenced by a god like being of the PSI realm dubbed Geist Geist which also seeks to preserve humanity through more extreme means than the Blademasters intends to use the Sangokai to reduce the human population Over the course of the game the Maken has the option of brainjacking numerous characters from both the Blademasters and the Sangokai Depending on brainjacking and dialogue choices made by the Maken through the game several different narrative paths and endings are unlocked 14 One ending has the Maken follow the Blademasters orders destroying the Sangokai and Geist while saving both Kay and Sagami it is then sealed away as it has the potential of becoming a second Geist Another ending sees the Maken allowing Kay to die taking control of the American President following Geist s defeat The third ending shows the Maken abandoning its mission in order to save Kay which brings it into conflict with Geist with the help of Kou the Maken sacrifices itself and restores Kay to her body Alternate versions of this route show the Maken being offered a deal by Geist if the Maken refuses to allow itself to die for Kay accepting the truce restores Kay while refusing it restores Sagami while the Maken permanently takes over Kay s body Another route sees the Maken refuse to follow the Blademasters orders and instead side with the Sangokai killing Lee and joining Geist in creating a utopia by controlling human thoughts If the Maken refuses to follow both the Blademasters and the Sangokai it kills Geist while allowing Kay to die The Maken is contacted by Lee s spirit who says that the Maken is now the only being left capable of restoring the world Development editThe concept for Maken X arose while Atlus was part of the way through developing the Persona 2 duology Innocent Sin and Eternal Punishment for the PlayStation 15 Producer Kouji Okada was one of the original creators of Atlus Megami Tensei series Longtime Megami Tensei artist Kazuma Kaneko acted as art director and character designer 15 The director was Katsura Hashino having worked as a planner on multiple titles since Shin Megami Tensei If Maken X was his debut as a game director 16 The game was developed by internal studio Atlus R amp D1 17 Most of the development team were directly carried over from the second Persona 2 game 18 The Atlus staff were beginning to feel limited by the scope of the Megami Tensei universe so when they were shown the specifications of the Dreamcast console they immediately decided to create something new for that console 19 Okada later said that Atlus main desire when creating Maken X was to develop something new after making role playing games for most of the company s lifetime 18 Speaking in an interview Okada and Kaneko referred to the development period for Maken X as quite turbulent Kaneko felt at first that the game was an odd job but over time he became deeply involved as the game graduated into being an important project for him It was the first time the team had tried development with the Dreamcast which proved more versatile and powerful than expected The developers initially wanted a neat development project but demands came for a more expansive project resulting in the game s scale greatly increasing and the development process becoming chaotic with more staff coming on board to help development Due to these factors the period of trial and error when creating the gameplay lasted much longer than intended 15 The first person perspective combined with sword based action was chosen to create a unique feel for the game 18 While 3D elements had been included in earlier Atlus titles Maken X was the first time Atlus used both full 3D visuals and full motion 3D CGI cutscenes 20 The game was also the first time the Megami Tensei team had attempted development of a game outside the role playing genre 15 Okada described the main theme as power achieved through intelligence and overcoming the environments 19 The main narrative featured multiple references to Chinese mythology while many of the player characters drew from historical and literary figures from each country the game visited The Hakke leaders of the Sangokai were designed around a particular part of their body being malformed 15 21 A narrative element carried over from the Megami Tensei franchise was a system of choices based on morality that influenced the ending while these elements had been thoroughly explored in Megami Tensei the team felt the themes still had potential and so used it in Maken X The game was Atlus first title to feature full voice acting the team initially planned to voice event scenes in English and Chinese with Japanese subtitles but included voice acting across the whole game due to positive feedback A similar set of circumstances led to the wide use of stereophonic sound across the whole game when it was initially planned only for action sequences 15 Music edit The game s original score was composed by Shoji Meguro and Takahiro Ogata 22 The musical style which was described by Okada as all techno music with heavy drumbeats was intended to make the game feel lively and fast 18 Meguro worked on the soundtrack for around a year and a half and composed most of the game s music receiving some concepts for tunes and then being left to his own devices He was faced with restrictions with the console s hardware but was able to have more creative freedom than his work on Devil Summoner Soul Hackers The jazz oriented ending theme sung by Diana Leaves was cited by Meguro as one of his favorite compositions from the game 23 Due to his work Meguro was unable to contribute to the Persona 2 duology at the time despite his previous involvement with Revelations Persona 24 An official soundtrack was released by King Records in Japan on December 23 1999 25 An album of remixed tracks from the game by a number of guest musicians Maken X Remix Soundtrack L Image released by Avex Mode on January 19 2000 26 The Maken X album which became fairly rare in the years following its release was later re released by Atlus on iTunes on June 1 2011 A new remix track was included as an exclusive to the digital album 27 Release editMaken X was first announced in November 1998 28 Maken X was published by Atlus on November 25 1999 29 While Atlus earlier Megami Tensei titles were aimed fully at the Japanese market Maken X had been designed from the outset to have an international appeal 18 Voice recording for the international release took place in North America Meguro was involved in the process which he stated was a positive experience 23 The localization was handled cooperatively by Atlus and the American branch of Sega who acted as the game s publishers 19 30 31 The game s international release was announced in February 2000 32 One of the points Atlus was concerned about for the international version was the use of Nazi imagery for some enemies Due to what were described as cultural points that could be harmful the game s graphics were altered for the international release to avoid controversy The gameplay remained unchanged between versions 18 19 Kaneko described the voice recording as the most difficult part of the localization 19 Initially scheduled for release in March the game was pushed forward into April for unspecified reasons although it was speculated that it was due to that month already boasting several game releases 33 Maken X was eventually released in North America on April 25 2000 31 In Europe the game was released on July 7 of that year 1 Maken Shao Demon Sword edit Maken Shao Demon Sword known in Japan simply as Maken Shao b was developed by Atlus for the PlayStation 2 21 Okada Hashino and Kaneko returned to their respective roles The additional CGI segments were created by Polygon Magic 16 21 34 While the basic gameplay and the original plot were carried over several adjustments were made The biggest change was a shift from a first person to a third person perspective this was done due to a recurring problem with Japanese gamers dubbed 3D sickness where people became motion sick when playing first person games 21 Another improvement was the sound environment which made full use of Dolby Surround software 35 The title s added 爻 character an archaic Chinese symbol was used as it represented two X characters showing the game s status as an evolved version of Maken X 21 Meguro returned to compose for Maken Shao remixing many paces and adding additional musical elements 21 Maken Shao was first announced in February 2001 Prior to its official announcement there was speculation that it was a sequel to the original game 36 Maken Shao was published by Atlus in Japan on June 7 2001 It came with both standard and limited editions with the limited edition having exclusive cover art 37 A mini album of new and remixed music from Maken Shao titled Maken Shao Mini Soundtrack and released alongside the original album s iTunes release to celebrate the game s tenth anniversary 27 For its European release DC Studios both converted Maken Shao to PAL region hardware and localized the game into English 38 It was published as Maken Shao Demon Sword by Midas Interactive Entertainment on June 27 2003 39 40 This version was later re released by Midas Interactive Entertainment on the European PlayStation Network on February 27 2013 as a PlayStation Classic title 41 Adaptations edit A manga adaptation written and illustrated by Q Hayashida was released between January 2000 and November 2001 by Kodansha Titled Maken X Another the story followed a similar path to the original game 42 43 The manga was collected into two volumes and released under the title Maken X Another Jack by Enterbrain on December 25 2008 44 45 A comic anthology was published by Kodansha in March 2000 46 A novelization titled Maken X After Strange Days written by Akira Kabuki and published by ASCII Media Works was released in April 2000 47 Reception editReceptionAggregate scoreAggregatorScoreDreamcastPS2GameRankings71 48 N AReview scoresPublicationScoreDreamcastPS2AllGame nbsp nbsp nbsp nbsp nbsp 49 N ACNET Gamecenter8 10 50 N AEdge6 10 6 N AElectronic Gaming Monthly5 83 10 51 c N AEP Daily5 10 52 N AFamitsu32 40 53 32 40 54 Game Informer7 75 10 55 N AGameFan E M 97 56 A C 86 57 N AGameRevolutionC 58 N AGameSpot7 9 10 5 N AGameSpy8 10 59 N AIGN7 9 10 8 N AJeuxvideo com15 20 60 9 20 61 Next Generation nbsp nbsp nbsp nbsp nbsp 62 N AOfficial Dreamcast Magazine UK 85 1 N A In Japan the game received high scores from critics The Japanese Dreamcast Magazine gave Maken X scores of 9 9 and 7 out of 10 from three critics placing it among the issue s highest scoring games 63 Famitsu gave the game a score of 32 40 consequently receiving the magazine s Gold award 53 The remake Maken Shao received an identical score of 32 40 from Famitsu which praised the overall gameplay and varied character choice 54 The game received above average reviews internationally according to the review aggregation website GameRankings 48 In an import review Edge Magazine said that it was only the game s lack of multiplayer and level design that kept it from contending with the likes of GoldenEye 007 saying that it was otherwise a good Dreamcast game for adventure players 6 In contrast Lee Skittrell of Computer and Video Games felt it was not worth purchasing other than by those desperate for an action game due to the many faults he found 64 James Mielke of GameSpot called Maken X a strong addition to the Dreamcast library and a good game in its own right 5 IGN s Anoop Gantayat felt the game should be rented rather than immediately bought due to his own complaints 8 while website GameRevolution said that Maken X was one of those games that could have been great 58 Eric Bratcher of NextGen said of the game There are redeeming elements but they just don t resolve into anything exciting We suggest waiting for Half Life Counter Strike 62 GamePro however stated While this game doesn t fit neatly into any category action fighting adventure or role playing anyone who likes the idea of a pulse pounding arcade style slasher with sweet graphics will enjoy hacking it up with Maken X 65 d Nerys Coward of Official Dreamcast Magazine praised the story calling it theatrical and intriguing 1 while in contrast Gantayat felt the storytelling was poor and faulted Sega s translation for further effecting it 8 Edge Magazine noted the story s prominence set Maken X apart from equivalent first person games of the time 6 Skittrell was highly critical of the story segments as boring and far too long but said the story was entertaining 64 GameRevolution praised the unique choice of the Maken as protagonist along with the variety of endings 58 The English voice acting was panned by multiple critics 1 8 58 Coward described the gameplay as highly enjoyable praising the variety of playable characters but faulting the controls as stiff 1 Edge praised the combat options and refreshing change from standard combat in other first person games noting the variety offered by character abilities but criticizing the lack of multiplayer options 6 Mielke called the gameplay pretty standard aside from enemy variety and character options and noted the light puzzle elements 5 Skittrell generally found the game s substance lacking but enjoyed the brainjacking feature 64 Multiple reviewers faulted the controls as cumbersome or inappropriate for the gameplay 1 5 8 64 58 Coward praised the slick and glitch free environments 1 while Gantayat gave unanimous praise to both the game s graphics and its character designs 8 Mielke gave particular praise to Kaneko s character designs and like Coward noted the environments as being free of glitches and running smooth while maintaining quality 5 Skittrell called the environmental graphics super crisp but lifeless and bland 64 a sentiment shared by Edge 6 Upon its release in Japan Maken X reached No 6 in gaming charts With sales of around 66 000 units the game was the best selling new Dreamcast release of the week selling through nearly 73 of its shipments 66 67 The game s total sales as of 2004 have reached over 70 800 units ranking as the 50th best selling Dreamcast game in Japan 67 Maken Shao entered Japanese charts at No 2 coming in behind Phantasy Star Online Ver 2 and ahead of the PlayStation port of Shin Megami Tensei 68 Total sales for Maken Shao in Japan during 2001 stand at just over 40 000 units 69 Notes edit Japanese 魔剣X lit Demon Sword X 魔剣爻 lit Demon Sword Shao In Electronic Gaming Monthly s review of the game one critic gave it a score of 5 5 10 and the rest gave it each a score of 6 10 GamePro gave the game three 4 5 5 scores for graphics control and fun factor and 4 5 for sound References edit a b c d e f g h Coward Nerys October 2000 Maken X PDF Official Dreamcast Magazine UK No 12 pp 62 63 Archived PDF from the original on November 2 2022 Retrieved December 3 2023 a b c Gantayat Anoop February 24 2000 Maken X Preview IGN Ziff Davis Archived from the original on August 17 2002 Retrieved December 19 2021 a b Sega ed April 25 2000 The Game Maken X instruction manual pp 10 11 Sega ed April 25 2000 World Map Maken X instruction manual p 12 a b c d e f Mielke James December 8 1999 Maken X Review JP Import date mislabeled as April 28 2000 GameSpot Fandom Archived from the original on December 9 2004 Retrieved December 19 2021 a b c d e f g Edge staff February 2000 Maken X JP Import PDF Edge No 81 p 85 Archived PDF from the original on July 7 2023 Retrieved December 3 2023 a b c Sega ed April 25 2000 Maken X instruction manual pp 16 20 a b c d e f g Gantayat Anoop April 28 2000 Maken X IGN Ziff Davis Archived from the original on June 22 2002 Retrieved December 19 2021 魔剣爻 ゲームの特徴 Atlus in Japanese Archived from the original on December 22 2002 Retrieved July 5 2017 a b c Sega ed April 25 2000 Prologue Maken X instruction manual pp 2 3 a b c Sega ed April 25 2000 Glossary Maken X instruction manual pp 25 27 a b c 魔剣X キャラクター紹介 Atlus in Japanese Archived from the original on June 20 2001 Retrieved July 5 2017 a b c Sega ed April 25 2000 Character Introductions Maken X instruction manual pp 21 26 魔剣X Atlus in Japanese Archived from the original on May 22 2001 Retrieved July 5 2017 a b c d e f 魔剣X Dreamcast Magazine in Japanese No 37 November 19 1999 pp 63 65 a b Hashino Katsura 橋野 桂 プロデューサー amp ゲームディレクター スタッフ Voice Atlus in Japanese Archived from the original on May 30 2015 Retrieved May 30 2015 Atlus April 25 2000 Maken X Dreamcast Sega Scene Credits a b c d e f Kennedy Sam June 3 1999 GameSpot Talks to Legendary Atlus Producer date mislabeled as April 27 2000 GameSpot Fandom Archived from the original on August 27 1999 Retrieved December 19 2021 a b c d e X Marks the Spot Official Dreamcast Magazine US No 4 Imagine Media March 2000 p 24 Retrieved December 19 2021 魔剣X Dreamcast Magazine in Japanese No 22 April 23 1999 pp 41 43 a b c d e f 魔剣爻 公式ガイドブック Maken Shao Official Guide Book in Japanese Enterbrain 2001 ISBN 4 7577 0519 0 魔剣X Dreamcast Magazine in Japanese No 53 December 24 1999 pp 168 69 a b Shoji Meguro interview RocketBaby Archived from the original on August 26 2002 Retrieved December 21 2012 ペルソナ公式パーフェクトガイド Persona Official Perfect Guide in Japanese Enterbrain May 13 2009 p 355 ISBN 978 4 7577 4915 3 Maken X original sound tracks VGMdb Archived from the original on October 3 2008 Retrieved July 5 2017 Maken X Remix Soundtrack L Image VGMdb Archived from the original on July 8 2016 Retrieved July 5 2017 a b ATLUS MUSICにて 魔剣X ブレイズ ユニオン などの楽曲配信がスタート 4Gamer net in Japanese Aetas Inc June 1 2011 Archived from the original on March 22 2016 Retrieved July 5 2017 魔剣X Dreamcast Magazine in Japanese No 4 November 27 1998 pp 32 45 DC 魔剣X Atlus in Japanese Archived from the original on October 24 2013 Retrieved July 5 2017 Sega ed April 25 2000 Maken X instruction manual p 28 a b GameSpot staff April 25 2000 Sega Ships Two GameSpot Fandom Archived from the original on June 8 2000 Retrieved December 3 2023 Maken X US Release Date Revealed IGN Ziff Davis February 3 2000 Archived from the original on July 3 2017 Retrieved December 19 2021 Gantayat Anoop February 29 2000 Maken X Gets Pushed Back IGN Ziff Davis Archived from the original on November 7 2017 Retrieved December 19 2021 Atlus July 26 2003 Maken Shao Demon Sword PlayStation 2 Midas Interactive Entertainment Scene Credits 秋葉原で行われた 真 女神転生 魔剣爻 の発売記念イベントを密着レポート in Japanese Dengeki Online June 3 2001 Archived from the original on July 2 2017 Retrieved July 5 2017 Gantayat Anoop February 14 2001 Latest Details Maken Shao IGN Ziff Davis Archived from the original on June 28 2014 Retrieved December 19 2021 PS2 魔剣爻 通常版 Atlus in Japanese Archived from the original on October 24 2013 Retrieved July 5 2017 Products DC Studios Archived from the original on December 21 2003 Retrieved August 31 2022 Upcoming Products Midas Interactive Entertainment Archived from the original on June 24 2003 Retrieved July 5 2017 Maken Shao Demon Sword Related Games GameSpot CBS Interactive Archived from the original on January 3 2013 Retrieved December 19 2021 Sahdev Ishaan February 14 2013 Atlus Maken Shao Reaches PlayStation Network In Europe This Month Siliconera Enthusiast Gaming Archived from the original on February 16 2013 Retrieved December 19 2021 魔剣X ANOTHER 2 Kodansha in Japanese Archived from the original on July 5 2017 Retrieved July 5 2017 魔剣X ANOTHER 3 Kodansha in Japanese Archived from the original on July 5 2017 Retrieved July 5 2017 魔剣X Another Jack 1 Enterbrain in Japanese Archived from the original on December 9 2011 Retrieved July 5 2017 魔剣X Another Jack 2 Enterbrain in Japanese Archived from the original on December 9 2011 Retrieved July 5 2017 魔剣X Kodansha in Japanese Archived from the original on 2002 01 09 Retrieved 2022 02 26 魔剣X アフターストレンジデイズ National Diet Library in Japanese Archived from the original on August 1 2017 Retrieved December 19 2021 a b Maken X for Dreamcast GameRankings CBS Interactive Archived from the original on May 5 2019 Retrieved December 19 2021 Knight Kyle Maken X Review AllGame All Media Network Archived from the original on November 15 2014 Retrieved December 20 2021 D Aprile Jason May 19 2000 Maken X Gamecenter CNET Archived from the original on August 24 2000 Retrieved December 19 2021 Kujawa Kraig Hager Dean MacDonald Mark June 2000 Maken X PDF Electronic Gaming Monthly No 131 Ziff Davis p 161 Archived PDF from the original on April 8 2023 Retrieved December 3 2023 Conlin Shaun July 4 2000 Maken X The Electric Playground Greedy Productions Ltd Archived from the original on May 23 2004 Retrieved December 3 2023 a b ドリームキャスト 魔剣X Famitsu in Japanese No 572 Enterbrain 1999 p 30 Archived from the original on December 21 2021 Retrieved December 3 2023 a b PS2 魔剣 爻 シャオ Famitsu in Japanese Enterbrain Archived from the original on July 4 2017 Retrieved December 19 2021 Fitzloff Jay Helgeson Matt Reiner Andrew June 2000 Maken X Game Informer No 86 FuncoLand Archived from the original on December 2 2000 Retrieved December 20 2021 Mylonas Eric ECM February 2000 Maken X Import GameFan Vol 8 no 2 Shinno Media pp 65 67 Retrieved December 20 2021 Chau Anthony April 25 2000 REVIEW for Maken X GameFan Shinno Media Archived from the original on May 11 2000 Retrieved December 20 2021 a b c d e G Wok April 2000 Maken X Review GameRevolution CraveOnline Archived from the original on September 9 2015 Retrieved December 19 2021 BenT April 25 2000 Maken X PlanetDreamcast IGN Entertainment Archived from the original on February 25 2009 Retrieved December 20 2021 Kornifex August 4 2000 Test Maken X Jeuxvideo com in French Webedia Archived from the original on December 20 2021 Retrieved December 3 2023 Killy November 13 2003 Test Maken Shao Demon Sword Jeuxvideo com in French Webedia Archived from the original on December 20 2021 Retrieved December 3 2023 a b Bratcher Eric July 2000 Maken X NextGen No 67 Imagine Media p 88 Retrieved December 19 2021 Williamson Colin November 19 1999 New Japanese Dreamcast Games Get Rated IGN Ziff Davis Archived from the original on June 3 2002 Retrieved December 19 2021 a b c d e Skittrell Lee October 2000 Maken X PDF Computer and Video Games No 226 p 112 Archived PDF from the original on May 19 2023 Retrieved December 3 2023 Jake The Snake July 2000 Maken X PDF GamePro No 142 p 92 Archived PDF from the original on August 13 2023 Retrieved December 3 2023 Langan Matthew December 6 1999 Japan Software Sales IGN Ziff Davis Archived from the original on April 15 2013 Retrieved December 20 2021 a b Sega Dreamcast Japanese Ranking Japan Game Charts Archived from the original on September 24 2009 Retrieved May 5 2017 メッセサンオー本店売り上げランキング 6 3 6 9調査 文句なし PHANTASY STAR ONLINE Ver 2 0 がぶっちぎりトップ ASCII Media Works in Japanese June 12 2001 Archived from the original on August 18 2021 Retrieved December 20 2021 2001年テレビゲームソフト売り上げTOP300 Geimin net in Japanese Archived from the original on October 20 2012 Retrieved July 5 2017 External links editJapanese Dreamcast website archived in Japanese Japanese PlayStation 2 website archived in Japanese Maken X at MobyGames Maken Shao Demon Sword at MobyGames Retrieved from https en wikipedia org w index php title Maken X amp oldid 1212228399, wikipedia, wiki, book, books, library,

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