 Devil Summoner was the first Megami Tensei title to be released on a 32 @-@ bit fifth @-@ generation home video game console , and the first Megami Tensei game to feature 3D graphics . The latter presented a new challenge for the development team : while they found adjusting to the new specifications a challenge , they also greatly enjoyed working with the Sega Saturn , the which was unlike anything previously experienced by the team . Among the design staff were Katsura Hashino , who focused on combat , and Shogo Isogai , who focused on coordination between gameplay events . The demon conversation system was conceived by Okada based on experiences with the multiple accents encountered in the Kansai region of Japan . Using this as a base , he created the response system to give demon negotiation a more realistic feeling than previous Megami Tensei games . It was also a means of equalizing the relationship between demons and the player party , which had previously been more akin to master and servant than equal partners . The Zoma demons , which could be freely tailored into different demon types , was created while the team was balancing out the game 's difficulty . The gameplay difficulty , which by later standards would be considered quite high , was toned down from the difficulty of earlier Megami Tensei titles to appeal to a wider audience . This necessitated balancing a more forgiving difficulty with keeping traditional Megami Tensei gameplay elements . 
