Review Normalcy1 4/5 · Apr 30, 2026
Soul Hackers 2 is a pretty fun and I think fairly underrated Shin Megami Tensei game. Everything I see online about this game, quite honestly, is pretty negative. Not really too critical, but there are a lot of complaints about its mediocrity. And I don’t know, I think it’s a little overblown, to be honest.
I have played mostly Persona, …
Soul Hackers 2 is a pretty fun and I think fairly underrated Shin Megami Tensei game. Everything I see online about this game, quite honestly, is pretty negative. Not really too critical, but there are a lot of complaints about its mediocrity. And I don’t know, I think it’s a little overblown, to be honest.
I have played mostly Persona, which I think is the benchmark for a lot of people’s comparisons with this game, especially as it’s a modern SMT. But I’ve also played, you know, I played and beat SMT3 and a few others, so I’m definitely not a noob to the series. And I also beat SMT4 and 5, so I might not have seen some of the earlier titles, but I definitely have a decent benchmark with the series.
Nonetheless, there are a lot of complaints about this game being a corridor simulator or being repetitive, and okay, that’s true. It’s very true. It’s not anything like Persona 5 with these dynamic palaces and big stages and all this other stuff. But I don’t think that’s necessarily true to the design of SMT games generally. If you look at the early SMT games on Super Nintendo, what are you doing? You’re really just walking through corridors that are quite plain and repetitive and getting into random encounters.
So I get that we’re making a comparison between games from the 80s and a game from 2022, but still, as far as fidelity to the design vision of SMT, I don’t think you can really knock this game. It does have some repetitive corridors and hallways, but the freshness and the dopamine of the game doesn’t really come from that kind of exploration. It comes from the systems, and there are a lot of really good ones.
For starters, you have the typical SMT fusion system that is not too different from any of the modern games. To be clear, I think it really functions just the same. You fuse demons, you get a new demon, you can carry over abilities. It’s just straight up fun. That’s the bread and butter of the series.
You also have weapon upgrades, which I think is a lot of fun because it’s essentially a very simple system where you have a choice of what kind of upgrade you want. You might want to improve attack. You might want to get a passive ability that improves your healing spells. You might want to get a passive ability that lets you run from battles. You can choose whatever you want from a shop. It costs money, but you also need the components.
So the game rewards you for fighting different enemy types because different enemy types drop different components. You can hunt those down or just organically gather them, but it shapes how your characters develop. In turn, your characters have different affinities for different elements, and you might want to consider that when you’re equipping them with different demons and when you’re building your demons with spells. So the systems are actually rather cohesive. They’re not perfect, but they’re cohesive, they’re fun, and they’re addicting, as you’d expect from an SMT game of this era.
There’s more too. You can upgrade these kinds of gems, I can’t remember what they’re called, but there are these gems that you can upgrade and equip and find that boost your spells of different elements as well. That fits into the whole cohesive design conversation too. You can really buff your characters in a certain direction, and you have quite a bit of control over that. It’s cool from a strategy point of view.
Not that the game is ultra hard, but look, this is an SMT game. If you try to steamroll or skip a bunch of battles, you’re going to get bodied pretty quickly. If anything is repetitive, it’s the strategy at this point, because the push-turn system is masterful. It’s one of my favorites. It’s everyone’s favorite. But it’s also limited, because you’re dealing with the exact same abilities that you were in SMT3, a game that came out almost 20 years ago now. Very little has changed.
Same with Persona 3 even. So many of these games have tapped into the same types of battles. You have battles where you have to exploit an enemy’s weakness, but another enemy reflects or resists that element. Or the adjacent enemy is weak too and you have to figure that out. Or you have a battle where all the enemies are debuffing you. Or you have to deal with a healer in the battle. But as someone who’s played a lot of these games, these are all strategy archetypes that you have to overcome in literally every SMT game, so that becomes repetitive. It’s still fun because you can still push-turn, but it’s repetitive.
So where is the game at fault? I’m going to say not in the graphics department either, because the game utilizes a really colorful and, once again, artistically cohesive cyberpunk demon world design, and it totally works. I really enjoyed the character designs for the most part. Some characters like Saizo I’m kind of indifferent to or think are kind of lame, but at least Ringo’s design is awesome, and the demons look fantastic in this game.
The world itself is just really cool and really colorful, neo-neon demony cyberpunk Japan. You can’t go wrong. It’s just fun. The visuals I also liked, and I’m sure that’s something else people knocked online for whatever reason, but I think the visuals are awesome.
Sound design is great. I even thought the voice acting was pretty good. It’s definitely a letdown for people who have played Persona, since Atlus has a high bar there. To be honest, the voice acting is not the problem. The character writing is pretty bad, so you get a lot of crappy dialogue that’s well acted, and that contrast makes it seem like the voice acting is bad. But purely from a sound design standpoint, the game succeeds.
Even the story is pretty good. It’s not bad, especially considering that this is an SMT game. These games are not known for their story. It’s true that there are no branching paths, which is pretty typical, although I think the original Soul Hackers might have had that. Maybe that was removed. I can understand if people are disappointed with that.
The story itself is, for this kind of game, pretty okay. I was decently invested in the characters. A lot of their individual stories are on the derivative side for a JRPG. There’s nothing mind-blowing, and the story is admittedly light and thin, but I actually liked that. It’s very clear what’s going on. I’m like a dad now who can play this game for two hours every once in a while, but I know exactly what’s going on. I have to beat the Iron Mask guy and recover the magic spear thing before he gets them and rules the world. I was like, okay, this is something I can understand.
The emphasis really is on gameplay and grinding, but not in an overtly grindy way. You are tackling a lot of the same dungeons while also doing a lot of side quests, and there are a lot of side quests. But the game doesn’t feel that grindy as long as you’re willing to look at the quest log as a fun component of the experience. If you ignore it, your characters will be underleveled. But if you embrace it and you’re okay with checklist-style gameplay, you’ll enjoy this game because there’s a variety of activities.
You’re fetching stuff, defeating a certain number of demons, targeting mini-boss demons with gimmicks or constraints. Your characters are leveling up, you’re improving, and you’re engaging with the systems, which is where the game really wants you to focus.
There’s also some social link light stuff where you can have meetings at a bar with your party members. They’re mostly kind of lame, frivolous conversations, but I appreciate the effort to deepen the character relationships.
So I don’t know, I find that this game was pretty solid. I didn’t think it was really bad in any specific area. It’s lean. I think it’s very purposefully designed. I think it just came off wrong to players because it’s way more in the spirit of SMT than people are comfortable with.