#(which is my first p3 playthrough in general)
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Yukari Sketch
#Yukari Takeba#Takeba Yukari#P3 Yukari#Persona 3#Persona 3 Reload#P3#P3R#Persona Fanart#Persona 3 Fanart#digital art#digital sketch#digital painting#<kinda#colored sketch#artkkun#sorry for no art recently#a combination of art program troubles and being absorbed into my first p3r playthrough#(which is my first p3 playthrough in general)#has kept me from drawing digitally lol;;#i have more p3 art on the way#and i have some traditional sketches that i *may* post to instagram#maybe
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Who are your fav persona 3 people!!!
[cracks knuckles] I'm glad you asked
So! I don't actively /dislike/ anyone in the p3 cast, but some of them definitely speak to me more than others:
First things first: Ryoji. Love that guy. He's so silly. And so tragic. And he makes me sad. (Like holy SHIT I wasn't expecting a reprise of his song in the stage play on December 31st but it TOOK ME OUT) (also Ryomina my love)
The whole Shinji, Ken, and Akihiko trio ALSO lives in my head rent free... two idiots and their son. love them. I've been desperately scouring for Akishinji content and between that, Ryomina, and Shuake, I've come to realise that my shipping habits seem to boil down to "doomed yaoi" HAHA
More on Ken, I have a LOT of thoughts about how he and Akechi would interact and (likely) get along. Whether that be in the p5 era or a situation a la Throw Away Your Mask. (Or, something I've yet to find: Akechi with no time travel shenanigins getting in on the p3 plot. You can bet THAT'S a longfic idea I've got rattling around) (Also the half-brothers headcanon is super fun. Especially when combined with Futago siblings. Congratulations, Shido! All your kids are persona users, and they all hate you! :D)
Aigis! She's just. Infinitely charming. She'll say something that will absolutely take me out and then turn around and say something devestating HAHA. I also think that her and Ryoji's social link and linked episodes respectively do a LOT of thematic work in the story. Death himself and the girl that can't die, both trying to figure out how to live (y'all that shit's METAL)
Strega are so interesting to me... I don't think they're perfect villains- I think their motivation is underexplored and a bit choppy, but ASIDE from that, I really like all three of them as characters. Idk why Jin is so funny to me LMAO he's so in love with Takaya and Takaya's just like "k. met your quota yet?" (But, also, some of Takaya's lines definitely imply that he cares about Jin too, but doesn't let himself acknowledge that at all due to his whole "attachments are weakness" shtick, another thematic point to contest his ideology, as he is actively denying himself happiness in pursuit of some idea of salvation)
Chidori- I like her well enough. Some of her lines really did make me smile, but I think she's another case of "underdeveloped" (I actually read Throw Away Your Mask before I played p3r, so that fic did a lot of the heavy lifting for my like of Chidori (and, by extension, Jundori) i think)
Which leads nicely into: Junpei! He's da man. Nuff' said. HAHA if you can't tell, I love Junpei. Awkward dudebro stuff aside (though it's occasionally part of his charm), I really love his development and personality in general. I really love how all the "bro" characters across the modern three persona games, while fulfilling the same archetype, are all distinct in personality and motivation and I love them ALL
Mitsuru is quite interesting to me, but I think she might be a case of "I wish her social link was about something else". Personal preference of course, but I kind of wish that it focused more on this intense guilt she seems to have for things that a) weren't her fault, and b) happened when she was 7 or younger. THAT is a super interesting mindset to explore, imo, though I did find her social ineptitude charming haha
Yukari... I think that she might grow on me more later. I can feel it in my bones. I suppose I'll find out with The Answer dlc! I know broadly what happens in it, but I haven't actually seem a playthrough of it, nor do I really know what happens to all the characters. I think my opinion of Yukari might have been tainted slightly by everyone having such strong opinions HAHA- I definitely like her, but I don't think she's clicked just yet. (I did really like her social link, though!) (also Yukamitsu I love Yukamitsu. The lesbians aren't doomed! Good for them)
Okay this is going to upset some people probably but Koromaru isn't really much of a character and I keep forgetting about him LMAO. uh. he's a good boy?
Fuuka... I really think that she's just underdeveloped. Her social link didn't really do her any favours in my eyes (I'm SO glad that atlus cut the "girl learns to cook" social link in p5 HAHA i really didn't like it with Yukiko either) Her social link obviously isn't just the cooking shenanigins, but it overshadows the bits of character growth that happen intermittently. I think that her SL really would have benefitted from being more about her love of electronics, if anything, since that isn't explored AT ALL and is more a plot device than a character trait. (Plus, the root of all her self-esteem issues go unadressed, which I think would have been a good character beat otherwise) (In saying this I think Fuuka/Natsuki is very cute. The lesbians stay winning in p3)
Makoto/Minato! Honestly, I was pretty neutral towards him from the majority of the fics I had read before playing p3r. I really like his characterisation in Throw Away Your Mask and The Twilight Wants Him Back, but those had been outliers in my mind. I started liking him more and more after playing p3r, and NOW, after having watched 1/4 of the p3 movies- oh boy. boy oh boy. I really like him now HAHA. Having his apathy actually effect his realtionships with SEES early on is super interesting and I love when it's done. (plus, I think Yukari hating him at first really strengthens their friendship later on)
Uh this post is already super long so for all the other plot-relavant characters and confidants I'm just gonna say "it's a secret" and melt into a bush or something
(tysm for the ask! You can tell I was waiting for an excuse to talk about this HAHA)
(btw y'all shoud read the fics I mentioned in this- they're excellent)
#persona 3#persona 3 reload#persona 3 spoilers#asks#The lesbians really are winning in p3#good for them... good for them!#HAHA anyways I'm DEFINITELY going to write these characters at some point#long post#loooong post#whoops
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I’ve finally finished P3R!
So now of course I must write paragraphs abt how much I loved it. Spoilers below the cut!
I can say without any hesitation or doubt that P3R is by far the best game I’ve ever played in my life.
They truly did such a wonderful job with remaking this game, so much so that it really makes me look forward to the possibility of more persona-remakes in the future. I’m so thankful that they stayed true to the original story, but improved where it was necessary. I’m blown away by every detail they put into this game, and how they managed to make even the menu screens absolutely beautiful.
I’ve always tended to get a bit sappy/emotional about games I really like, but I genuinely do believe that the persona franchise, specifically p3 and p4, have changed me as a person. They’ve effected me emotionally, and helped me navigate the meaning of my own life. I got invested within the persona franchise at a very young age (I think I was in the 5th grade lmfao 😭), and it was the first game series I really fell in love with — and that was only through watching playthroughs on YouTube at the time. Looking back on it, I think that it’s what really sparked my passion for video games, and also game development in general.
I started getting back into the persona franchise about 1 and a half, maybeeee 2 years ago, and being able to reconnect with the games and fall in love with them all over again has been such a crazy cool experience. Playing P3R after playing the original p3 was such a joy, and I can confidently say it emotionally impacted me just as much as the original did, if not more.
It’s not often I feel the urge to replay a game right after I finish it, usually I have to give it a break for a bit, but I’ve already started my New Game+ run of P3R and I’m not feeling even remotely burnt out, which I think is another example of how much I absolutely adore this game.
AAANYWAYS if you’ve read this far hi!! Rambling and getting overly emotional about video games is my one and only talent fr so thanks for listening 🫶
#please tell me I’m not the only one who cried and sobbed at the ending lmfaoo 😭#literally like. full on sobbing. tears streaming down my face and everything 💀#actually felt exhausted afterward fr. crying should be considered a workout idc#anyways WOOO I love this game sm yayyy#I still get teary eyed every time I watch the opening animation 😭 LISTENNN#When I say this game raised me I really mean it bc 5th grade me was OBSESSED#5th grade me also should have had more internet restrictions clearly…..#persona 3#persona 3 reload#p3#I do wish we could’ve had a Strega fight w all three of them though#but I’m letting it slide bc the whole takaya & jin shifting and coordinating attacks thing was cool as hell#love them#strega my dearest#strega…save me strega…strega save me…#this is about to become a strega fanblog I’m being so fr#ALSOOO tell me why Junpei is one of the most relatable characters ever bc my god some of his lines hit me like a truck#now that I’m reading over this there’s really not even spoilers#but the tags certainly do!#so I’m leaving it as a precaution#anyways. as someone who constantly thinks about morality and the balance between life and death in general#it’s really no surprise this game has had such a big impact on me haha
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Will Power shouldn't have been Akechi's final theme(+ how Maruki did it better)
Persona 5 was my first smt game, but even in my first playthrough it bothered me. While I do think that Persona 5 has a problem with reusing tracks (I'm looking at you, Rivers in the Desert), when comparing it to the other games + animes, Goro's fight theme being Will Power becomes unacceptable.
Underneath the cut I will compare the secondary/social link boss themes from Persona 3, Persona 4, and Persona 5
Spoilers for all three games/animes/movies under the cut
Persona 3:
so in persona 3, I would say that the closest thing to a party member boss fight would be the meeting and little tiff that happens with Ryoji on the bridge with Aigis.
So, in the game this is an animated cutscene and the song that plays is a slightly~ different version of Unavoidable Battle. (Don't get me started on Unavoidable Battle being used for the ??? fight lol)
Persona 3, especially during The Answer has a real problem with beating Unavoidable Battle into the ground until it's deader than dead. But... I feel that they rectify this in the movies with Light In Starless Sky
This is one of my favorite tracks from the Persona 3 Lineup (P3, P3FES, P3P, and the P3 movies) Even though Ryoji doesn't technically have his own boss battle, I felt like he was deserving of his own theme for such a big moment and such a "betrayal" from a character that you grow to love and care about. In theory anyway, I don't very much like Ryoji.
Persona 4:
So obviously in Persona 4 the secret twist villain or whatever you'd like to call him is Adachi. I was one of the many people unfortunate enough to get into the game with this twist already spoiled. That being said, with the expectation that Adachi would be a final boss sort of deal (even if he is third to last), it was really disappointing to me that he and Namatame share the same boss theme. I understand that we are supposed to believe that Namatame is the killer (even though he really obviously isn't IMO), but to hear the same theme twice made it extremely underwhelming to me. Also Adachi was not a hard fight lol
Luckily, this gripe that I have with the game can easily be fixed with this mod, which adds Yin Yang from the Persona 4 Golden anime to the game in the place of New World Fool during Adachi's boss battle. This was perfect to me because honestly this is such a jaw-dropping song to me. It perfectly explains the type of dynamic that Yu and Adachi have with one another. love love love love Yin Yang, and even though Persona 4 is my least favorite game from the series and Adachi is then by default my least favorite villain, I think this track being in the game and just existing in general really helps with the music aspect of the game.
I fucking love The Almighty and The Fog though, even if I did feel that the amount of fakeout-twist villains was a little bit annoying. (Do not get my started on I'll Face My True Self -Marie version)
Persona 5:
So, as I mentioned at the beginning of the post, I feel like Persona 5 has a real problem with reusing tracks. Persona 5 was my introduction to the series, and when I said that it made me so excited that I felt my heart beating out of my chest and I was sick to my stomach (in a good way), I mean it.
In Persona 3, I feel like Master of Tartarus and Master of Shadows were fitting themes for the type of battles that we were having. The Full Moon shadows were just that. Shadows. They didn't really have any discernible personalities and they were just Shadows that needed to be killed for the sake of being shadows. I sort of wished that Strega had their own theme, but again whatever.
In Persona 4, even though we were fighting all sorts of different versions of different people, at the end of the day they all were facing their true selves, their shadow selves, so it makes sense for them to use the same battle theme when they are doing the same thing.
My issue with Akechi's theme being Will Power is that yeah, sure, his boss fight is technically an awakening, it's just been overused and beaten into the ground.
Now, I will say that it is better than his theme being Blooming Villain, the theme that EVERY SINGLE palace ruler uses, but it is still way too overplayed.
Like I said, P5 and ESPECIALLY P5R have some amazing tracks, but after the 4th time in a row hearing Rivers In The Desert, it starts to lose its spark.
In a stark contrast to the way that Akechi's battle solidified that they beat Will Power until it was dead, I'd like to take a moment to talk about Takuto Maruki, one of my favorite characters of all time.
I love Akechi as much as your average Persona 5 fan, but when it comes to how the music of the story drives home the point of their character, Akechi has nothing on Maruki.
I remember shaking in excitement when I first went on Spotify to look at the names of the songs from Maruki's palace and see what they were called (I am very particular about my music when it comes to persona games, my friends will let you know that I do not play when it comes to music spoilers).
The titles alone bring so much light into what Maruki was trying to accomplish. Gentle Madman, for example, is probably the most obvious one. It's who Maruki is. He's kind, sweet, he wants what's best for everyone, and yet he's on a complete wrong path. Something about the light piano mixed with the dark (???????????) sounding instrument really adds to it. It sounds clinical in a weird way, honestly, and it totally matches the aesthetic of the palace.
Out Of Kindness is one of the ones that makes me the most excited because it's such an awesome double entendre. He is doing it out of kindness, yet at the same time he has no kindness left to give! Beautifully, beautifully written! My God!!!!!!!
anyways, Keep Your Faith and Throw Your Mask Away. Need I say more? If you've played it then you know.
Of course I'm not saying that I expected Akechi to have an entire 5 hour long palace and half a soundtrack dedicated entirely to him. At the end of the day he isn't a final boss, he isn't the secondary boss, and he isn't the tertiary boss(at least in Royal anyway). Which I find to be... Disappointing. I mean he literally tries to kill the player character and thinks he succeeds! I know that Shido is the big bad, but I feel like Akechi deserved a bit more than what he got.
My idea would be perhaps Akechi got his own theme that he shared with the Holy Grail? I absolutely hated the fact that Shido and the Grail shared the same thing. It was so beautiful and amazing when we fought Shido and it transitioned between Rivers In The Desert instrumental and the vocal track. Almost threw up, so awesome.
They were kinda beating it already when it came to the Grail. I understand why, but to overuse such an awesome track really ruins it for me. and then when you fight the twins too? Jeez, give me a break.
Jaldaboath was an ok track, I'll probably talk about it in another post.
ANYWAY, my point is that I feel like Akechi deserved a better, more tailored theme, and it disappoints me that even in the anime he doesn't get it. The anime is even worse because he only gets Awakening? How annoying is that? There is a fanmade Akechi Palace theme, but that is a palace theme and not a boss battle. I guess we can only dream.
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Today I'm Gonna Play: Persona 3 Reload
Phew, this took a pretty long time to complete! This was one of the many awaited games of this year that I've wanted to play, and I've finally completed it today! This isn't my first time playing P3, but since I only have experience with Portable, that's the only version I can compare it to when I talk about P3R.
I'm probably in the minority that liked Tartarus in the original versions. The randomly generated dungeons and amount of them didn't bother me at all. Each floor felt it had a short and even length to explore, and the shuffle cards encouraged me to fight every single enemy (or Shadow) that appeared. Reload definitely improves on a couple aspects in that the floors look more appealing in terms of design, and are also varied per set/block that you traverse through. In addition to that, there's even additional dungeons for more challenge or encounters that spice up climbing through these floors. Despite that, I kind of felt myself getting pretty bored about 20-30 hours in the game grinding through them. I'm not sure if it's because I've been playing Persona games the past 6+ months that I'm starting to hit a fatigue, or if there's something I don't like about this revamped design. In the end, I had to switch to playing Peaceful to just get through the game. One thing I do miss and wish were in more RPGs that do dungeon formats was being able to split your party to search the floors. This made clearing them much more faster, and also helped with leveling up too. Although I think leveling in Reload is a lot more lenient, and there's a new scouting feature instead where you send 1 party member to move up a floor in advance, which is probably why they removed splitting. But this occurs randomly rather than something you can do by choice, and is mostly for item collection.
In terms of non-combat or the social aspect, I definitely liked seeing familiar and new faces, yet also didn't like them at the same time. Seeing them fully voiced in a 3D environment compared to P3P is like night and day and makes it much more immersive! Being able to see their stories as these characters struggle and change really pays off well when you finish the game. Compared to Persona 4 where I loved how tight-knit the main cast was, I couldn't really get into the social links individually (but I loved the detail of many of them being acquainted with one another). With Reload's theme of Death, it beautifully illustrates how death can be both literal and metaphorical, and how people can overcome or accept it, while looking forward to a better tomorrow. That being said, some social links definitely felt infuriating to go through, which made it hard to sympathize with those characters. 4 on the other hand at least made them bearable at most (except two that I really disliked). One really neat aspect that Reload added were link episodes with male characters and even antagonists to flesh them out more, as well as activities with the main cast. Not only were they enjoyable and added more characterization, they still provide gameplay benefits just as much as the regular social links do, so they didn't feel like a waste of time.
This is probably a nitpick but one thing I'd REALLY like to see improved upon in future titles (or maybe I'll change my mind with 5 Royal) is to allow for more time to socialize. For a game about time management, they're really brutal with how often can you hang out considering the amount of holidays, exams, and even time skips that block your progress. It makes this one unique aspect of this series so stressful to go through if you want to max all social links, unless you use a guide and follow it strictly. Fortunately, multiple playthroughs do solve this apparently as these stats can carry over. But personally, to think about going through a second playthrough when I've technically played this entry 2 and a half times, it can get really exhausting.
Apart from gameplay, the best highlight for me is the UI. Portable's UI is one of my favourite (if not my most) in all video games. I love how minimalistic yet stylish it is. Reload completely revamps it by using a water motif as a reference to the sea of souls, while also propping the protagonist. It never gets tiring to look at!
A mixed opinion I have is about the music. The new music is always great, which I think only P3 has been able to pull off compared to the others regardless of version(for e.g. I'm not a fan of Shadow World and whatever 5 Royal's opening and battle theme are). But the old singer is definitely someone that is hard to replace. Although she performs amazingly in the new songs, and I have come to accept some of the remixes; She carries a sense of monotony compared to a relaxed yet somewhat carefree style that the old singer had. Maybe monotony fits with how the protagonist is, but this is just preference.
Overall, I think this remake was made with a lot of hard work and passion, trying to bring fresh ideas yet being faithful to the original version of 3. Although I felt tired of playing it at some point and started rushing, I'm still glad I had the opportunity to go through this journey one more time. I think it's going to take a lot longer now to check out Persona 5 Royal, but I will be looking forward to Episode Aigis this year!
youtube
#game analysis#youtube#game review#game reviews#gaming#jrpg games#atlus#p3r#persona 3 reload#persona 3
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Things to know when getting into the Persona Series
Since the remaster of Persona 3, there’s been a lot of renewed interest in the series as well as a few people, not just from here, but in my real life, inquiring to me about what you should know before getting into the series, so here is a list of general tips you should know and to keep in mind:
Content Warnings. This is straight up just a point. As out there and as crazy as the Persona World can get, Persona is grounded in the struggles of people, of humans and the human condition. Things like suicide, abuse, loss, death, pain, emotional trauma. It’s not for the faint of heart, so I recommend bracing yourself.
Time Commitment. I know it doesn’t look like it, but most Persona games are a 200 hour commitment to one playthrough. Not even kidding. P5R takes me 130 and I know that game like the back of my hand and skip through a fair amount of dialogue because I know where the fluff is. Prepare yourself for that kind of time sink.
Stats vs Friends. The endless Persona debate. Which is more important? On a first playthrough, my recommendation. Focus on stats and the characters that intrigue you the most. Stats get you access to more people so you don’t feel like you’re running into walls everywhere. Also, be aware of their stories. Sometimes, if a character is important enough, their story takes a halt and is postponed until later. Learn to be flexible and managing your time properly will come with more experience.
Persona Preferences. I view Persona in the way that a lot of people view Pokemon. Sure, I could ramp all the way to the high level Personas if I really wanted to, but then I’d miss out on a lot of gems along the way. Nekomata is a level 2 Persona in P3R and I kept her viable the entire game AND used her in the final fight. So I cannot stress this enough: USE YOUR FAVORITES. Persona has the incredible perk of leaning into the myriad of mythos and legends the world has to offer, so explore them all. Also, every persona has the capacity to do most whatever you want it to, so as cool as Satan is, he can still do about the same thing that Nekomata can and Nekomata is available all game. Satan is not.
Where To Start. This is really the main question I get asked the most and with a series like Persona where every game tells a different story, it’s hard to decide where to begin. Here’s the answer I give everyone: P5R. I know, a lot of people will say “but what about regular P5?” Trust me, you get the same game in P5R just with more content. And why P5R? P5R puts you at the starting block in the best way. Great story, great graphics, and it gives you the simplest version of the story that pervades all Persona lore while helping you discover it yourself instead of always feeling like you’re behind other characters. Also, the combat, while incredibly varied, is much easier to succeed at than in P3 or P4 because there are so many skills and tools and it helps you grasp the concepts easier before stripping you of them in P3 or 4.
How to Decide when to Enter/Leave the Dark Hour/Palaces/Mementos/TV World. Time blindness is a lot of people’s worst enemy and that doesn’t change when you make it a video game mechanic. The best tip I can give you is this: limit yourself to one or two trips per story chunk. Especially if you want to dig into character stuff. Characters usually aren’t doing much at the beginning or end of the story chunks. Beginning is more viable because you’re not in crunch time at that point. The end gets more finicky because characters start to worry if you don’t complete your current main objective/palace before the due date. TLDR: Finish the main objective ASAP. Try to complete it in one day if you can. Then, you can spend more time romancing/team building/hanging out with people while waiting for the next due date and if you need to take another trip to complete Compendium stuff or Requests from the Velvet Room or Phan Site if you’re in P5R, wait until the last 2 days.
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after many months (mostly caused by dropping it temporarily to play P3P before the remake came out), i’ve finally finished persona 4. for a detailed analysis, check under the cut (note: it’s NOT spoiler free), but my ultimate feelings are.... hm. not exactly positive for reasons that both are and are not the game’s fault. while it did some things well (looking right at the culprit here), my experience was heavily tainted by the fact that i simply didn’t like a lot of the characters and humour, which is Very Bad given it’s a character/”humour” driven game. ultimately, i’d have to give it a 4/10.
okay, so, i’m gonna start off with the reason I didn’t enjoy P4 that much that wasn’t the game’s fault. as with persona 3 and 5 i didn’t go into it blind, and this is the only time that mattered. look, i love murder mysteries - in fact, it’s the only ‘realistic’ genre i consistently like. that, however, is because i enjoy the guessing game. so, knowing that adachi was the killer from the get-go sapped a lot of the fun out of it.
while i’m on the topic of the genre, while P4 is a murder mystery game, it’s also a slice-of-life one to a far greater degree than 3 and 5. that isn’t necessarily a bad thing, though I admit it’s a genre I find boring in of itself without other stuff included. slice-of-life is like romance to me - it spices up a pre-existing meal, but I’ve got no interest in eating a mouthful of raw cinnamon. still, i don’t mind slice-of-life moments... with characters i actually like. which, does not include the investigation team. i’ll talk about that last though, as the characters are definitely the thing I’ve got the most to say about.
instead, let’s move on to the gameplay. admittedly if i’d played FES instead of P3P my opinions here would probably be different, but… P3P was better, honestly. don’t get me wrong, being able to choose what skills are inherited in persona fusion is a godsend, but the quest system and the way social links are handled both suck ass. the fact that all the TV dungeon quests require backtracking is baffling to me. who the hell thought that was a good idea? i could barely tolerate doing the dungeons once, let alone crawling through them multiple times. suffice to say, i did not do many quests.
secondly, the social links. in royal and P3P i managed to complete all but one link on my first playthroughs, but by the time i’d finished golden, there were 4 links I hadn’t completed (despite the fact that the game goes until february), not including the two branching ones. the fact that there are no gifts to minimise hold-out ranks sucks, and the night hangouts are too random and limited to compensate for it. my least favourite thing though was how you can basically only level up one social link on a rainy day. In fact, rainy days were just awful in general. the fact that you can do nothing but fish and level up stats is one of the most baffling game design choices ever. like, gameplay limitations that increase atmosphere are fine, but there are far too many rainy days for them to feel anything but tedious.
speaking of atmosphere though, one positive thing about P4 was that the soundtrack slapped! while I think P5 has better dungeon/battle themes, the overworld ones in P4 are brilliant. probably my favourite in the series as a matter of fact - heartbeat heartbreak and backside of the TV were the highlights. also, i think the december fog easily did the pre-climax disturbing atmosphere thing the best. the nyx cult felt very shoehorned in and was ultimately irrelevant, and everyone giving up free will in P5 happened too quickly to have much effect. meanwhile, the whole thing with the gas masks and the illness and the changed overworld in P4... it was fantastic, honestly.
still, while the game’s atmosphere was good in parts, thematically speaking, it was a mess. while they could have taken in further, rebellion is a huge core tenant in P5, and P3′s theme of parting is so well executed it makes up for the game’s simple plot/threadbare lore. meanwhile, P4 was just kind of a mess.
so, the two core themes are “it’s worth facing the truth even if it's painful”, and “having bonds and connections allows one to prosper”. already, the first problem should be obvious. there are two themes instead of one - neither of which are simple topics. as a result, both of them are underdeveloped and poorly executed. the truth theme is introduced first and is reflected in the TV dungeons/investigation team plot, but is pretty much absent from the social links. instead, the social links are all focused around the second theme - namely, connecting to others. the problem is that theme isn’t introduced into the main plot until the very endgame, so as a result, the social links feel very disconnected from the main story.
eventually, the game tries to wrap both themes together in the izanami/hollow forest arc, but by then it’s too late and it just feels like izanami’s trying to do two things at once, instead of having one cohesive goal. ultimately, I think P4 would have been served far better if the central theme was “reaching out to others is hard/scary, but it’s only by human connection that we grow”, with the truth stuff minimized. after all, adachi’s refusal to integrate with people is a key component of his misanthropy, while namatame wouldn’t have done nearly so much damage if he’d had dialogue with people instead of making a wild assumption about how the TV world worked.
speaking of izanami, holy shit!! i owe an apology to yaldabaoth P5 now - i thought he was poorly integrated into the main story, but at least he actually was. unless you go out of your way to deliberately ignore the game’s prompts, you just... never encounter her, and honestly, that’s probably the better way to play the game - i’ve never experienced a final boss that felt so shoehorned in in my life. there are literally two lines of foreshadowing for her existence, and That’s It.
generally speaking, the lore was pretty weak, but then again, it probably was a step up from P3, so yay, progress...? on the complimentary side though, I think the TV dungeons are a super interesting idea - i love the whole having to face yourself to unlock your persona thing. admittedly, I think palaces on the whole execute the same idea better, due to the presence of cognitions and the way continued exploration reveals more about the ruler, buuuuuut palaces wouldn’t exist if the TV dungeons didn’t. so yeah, they don’t lose that many points for that.
this seems like a good time to segment into talking about the investigation team/characters in general. as individuals, I like most of the team. chie and kanji are funny, naoto and kanji (again) get interesting development, and yukiko’s neat, even if she’s woefully underdeveloped. rise admittedly does nothing much for me (I find her aggressive simping for the protagonist utterly tedious, and I don’t like the way her more withdrawn side was dropped post joining the team), but eh. that’s just me.
speaking of yukiko/kanji/naoto, i know a lot of people are annoyed with the generally collectivist messages behind their arcs, but honestly? i don’t mind it. my opinions might have been different pre-covid, but in the wake of that, I think that sometimes people need to do shit they don’t necessarily want to for the sake of others (*cough* masking *cough*). i know yukiko staying at the inn pissed a lot of people off, but I don’t think that in of itself is problematic. it would have been better if the reporters were introduced at rank 5 of her social link, and the latter half was about her choosing to support her family because she wants to, but ultimately that’s a minor gripe.
moving on to naoto and kanji, or to be more specific, their queercoding/the controversy drummed up by that. given the game came out in 2008, there was no way in hell naoto was ever going to be trans. while I think their shadow confrontation is absolutely written that way, it clearly wasn’t intentional on the side of the writers - I wouldn’t be surprised if they didn’t even know what a trans person was back then. i understand why people are upset about it, but... it simply wasn’t a realistic expectation. i think their arc is less an example of intentional bigotry, and more of an example of a bunch of cishet writers accidentally stepping on a landmine.
if the game ever got a remake, I do think it’d be neat if naoto was portrayed as transmasc, or their shadow wasn’t about them feeling uncomfortable with their gender, and more about them being fine with being female, but feeling forced to hide it to fit in and get the respect of their male peers.
kanji, meanwhile? he’s fine. like i said before, P4 is not a recent game. korra simply holding asami’s hand was a humungous deal, and that was aired over seven years after P4′s release. it’s amazing they even got away with implying kanji might be same-sex attracted in the first place. not to mention, his character arc isn’t really about his sexuality? it’s about him learning not to use aggression to cover up his insecurities. which, again, isn’t a bad message?
at the same time though, there are major characters who i disliked the writing for in this game - namely teddie, and my most hated character of all, yosuke. christ on a bike, he’s the humanoid embodiment of everything i dislike about P4.
so, stepping away from yosuke and towards the game’s writing on the whole, you can absolutely tell this was released in the early 2000s, and I mean that in the most derogatory way possible. while P3 and P5 have a few jokes that hit the wrong way, they’re thankfully limited (and most of them feel OOC in P5 anyway). conversely, as a more slice-of-life focussed game, there are a lot more “comedic” scenes in P4, and dear god, they are all trash. sorry, but I don’t get what’s so funny about homophobic comments and constant goddamn sexual assault. it wasn’t funny back then, and it ain’t funny now. this isn’t even some trite accidental pervert shit - i cannot think of a single comedic scene that didn’t involve the male characters actively going out of their way to sexually harass the girls. like, flirting badly is fine. groping, peeping, and constantly leering is not. i cannot describe how deeply this shit is entrenched in the game’s DNA - over 60% of P4 is just... that.
stepping back to yosuke (and to a lesser degree teddie), one of his main roles is to be the instigator of these garbage excuses for jokes, which completely sours me on his entire character. this sucks, as a) his social link exploring his relationship with saki is genuinely really good, and b) he’s the deuteragonist and is therefore around all the bloody time. i know some people use the whole “he was initially designed as a romance option” thing to dismiss this, but nah. that content was cut. his actions don’t come off as an internalised homophobia thing, just him being a jerk. it doesn’t help that he never grows out of it too - if he was written like say, sokka, who starts off being gross but gets better over time, that’d be fine, but he’s not. yosuke starts the game as an awful sex pest, and finishes as one. pass.
the problem with yosuke being so hateable is that it completely ruins the investigation team’s dynamic on the whole. one of the crits I saw about P5 from older fans is that the phantom thieves didn’t feel like friends. if you’re comparing them to the investigation team though, i’ve got to ask what you’ve been smoking. chie and yukiko are friends. kanji and naoto are friends. all the girls tolerate each other, but beyond that... these people treat each other awfully, and not just in a joking banter way.
moving away from the investigation team and on to the greater cast, most of them are... pretty mid, honestly (admittedly my experiences with P3P make me think that the non-plot social links were all pretty bad pre-P5). dojima isn’t dreadful I guess, but he’s blown out of the water by his successor sojiro in every way possible. nanako is good - i don’t care for kid characters on the whole, but she really contributes a lot to P4′s soul. her relationship with the MC is a huge part of the game’s backbone. marie on the flipside is just annoying - while the hollow forest is really touching, her base personality comes off as... unnatural, I guess? like, she feels like several anime tropes stuck together, not an actual human being.
i’m gonna finish this off with a bang though, and talk about the one character I absolutely loved. surprise - it’s adachi! sympathetic villains are good and all that, but sometimes I just want to see a guy who’s genuinely just a bad dude. and adachi is a bad dude in very realistic way. the entitlement. the immaturity. the pettiness. his goals and motives suck, but they suck in a way that feels both in character and more importantly, like something someone would actually do. like, bad people irl don’t tend to be mass-murdering cultists or whatever. they tend to be entitled people who think their needs and comfort trump everyone else’s.
it also helps that he’s just a fun character in general. compared to the other major non-sympathetic human persona villains, adachi blows them out of the water. strega and ikutsuki are woefully underdeveloped, and shido feels like an obstacle, not a human being. adachi on the other hand is both hateable and genuinely entertaining to watch. if P6′s villain takes after him, i’d be more than happy.
#persona 4#this is really fucking long and definitely fairly critical so uh yeah be warned#review tag
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If someone wanted to get into persona, what is the best game to start with?
to be honest, Persona is kind of nice in that it doesn’t matter a whole lot where you start, since each game is a relatively self-contained story which only has brief mentions or cameos of previous entries! some elements of the lore make more sense if you play certain games before others, but it isn’t anything drastic enough to impact your enjoyment. Hell, I started with Persona 5 and was just fine. So I guess I can just sorta talk about the pros and cons of each game as an entry point to the series! I can also briefly describe their premises in case a particular one seems more interesting, which could help someone with deciding where to start.
this is gonna be long, so I’ll put it under a read more.
Persona 1/Revelations: Persona is the only game I wouldn’t recommend playing first. Its mechanics are pretty outdated and not reflective of the rest of the series, and it’s relatively short compared to the others as well. Not to say that it’s not worth ever playing! In fact, from my understanding it has wonderful characterization, an engaging plot, and lays important groundwork for the franchise’s worldbuilding. I just wouldn’t recommend it for getting a taste of what the series is like.
Persona 2: Innocent Sin is the first of the dual entries for the Persona 2 duology. It has some of the same cons I mentioned for the first game; it’s relatively old, so its mechanics are a little outdated, and it plays more similarly to an SMT game than the future Persona entries do (for example, the story is fairly linear and occurs over the course of a few days, whereas later entries are strung out over a year). It is a little more refined, though, and the formula is starting to get there. It also has, in my opinion, some of the best character writing in the series.
P2IS is a story about how strange occurrences are brewing in the city of Sumaru because of a phenomenon where rumors actually influence and/or become reality. A group of high schoolers get tangled up with a mysterious man named Joker, who can supposedly grant wishes and, for some reason, seems to hold a very personal grudge against them. They discover their ability to call upon Personas to defend themselves from the demons at his command, and soon end up teaming up with journalist Maya Amano to get to the bottom of Joker’s identity and the source of the rumors which are warping the city. Over the course of their journey, they slowly start to piece together their past in order to figure out why Joker seems so invested in them.
Pros: - Stellar character writing- An intriguing, interconnected plot which is a bit of a rollercoaster but a lot of fun- Lays the groundwork for lore in the Persona series (most importantly the existence of Philemon and Nyarlathotep, as well as the origin of the Velvet Room)- Incredibly mature takes on the impact of trauma and familial abuse (TW for both of those things though)- Canonically bisexual protagonist with a potential same sex dating optionCons:- Unavoidable random encounters and really grind-heavy, as most 90′s jrpgs go- Outdated mechanics that aren’t really reflective of future Persona entries- One of those wiki-heavy games: it’s damn near impossible to unlock certain character interactions or personas without use of a guide- The second game in the Duology, Eternal Punishment, isn’t nearly as accessible to English audiences
Persona 3 is where a lot of the series formula originates from! It’s also my personal favorite, but I’ll try my best to be unbiased describing it. Small note: I recommend playing Persona 3 FES specifically, since it refines a lot of the things that were clunky in the vanilla version, adds more character content, and features a post-game which answers a lot of questions.
P3 takes place in a coastal city called Iwatodai at the beginning of the school year, where the protagonist moves in as a transfer student after being bounced around in foster care for ten years following an accident which killed his parents. Upon arrival, he experiences the strange phenomenon of the Dark Hour: an extra 25th hour in the day where people are transformed into coffins and monsters roam free. Technology doesn’t work during this hour, and anyone not protected by a coffin is violently attacked and seems soulless the next day, a condition local news dubs Apathy Syndrome. A select few people have the potential to stay conscious during the Dark Hour and protect themselves by use of a Persona, and these people make up a unit called the Specialized Extracurricular Execution Squad (S.E.E.S.). The protagonist joins, and the game follows their investigation of the phenomenon. It’s considered the darkest entry in the series, and for good reason: “memento mori” is right in its introduction. The game focuses heavily on themes of death, what it means to be mortal, how people deal with being confronted with their mortality, what the point of life is, and much more.
Pros:- Introduction of the Persona formula: school life and dungeon exploration which requires time management on a linear calendar, the knockdown/1-more feature in combat, all-out-attacks, social links. Starting with this game may actually be the best way to go gameplay-wise, since coming back to this game after playing later entries makes it seem clunky.- Dungeon-crawl style of gameplay, which is a lot nicer than random encounters. You explore randomly generated floors and choose when and where to ambush enemies.- Excellent character arcs which enrich the game’s narrative- A dark, mature, and interesting story which explores human natureCons:- Still an older game, so some controls are clunky. One game mechanic in particular that many are frustrated with is the inability to directly choose what moves your teammates will use, instead requiring you to use Tactics to direct how the AI should behave.- Probably has the worst pacing issues out of any game in the series. There’s an entire calendar month where you do basically nothing.- The post-game is grind-heavy and long for the amount of story it offers. Some people just recommend watching a playthrough.- Features an uncomfortable transphobic skit towards the middle of the game.
Persona 4 is a refinement of many of the features of Persona 3. The best version to play is Persona 4 Golden, since it has a lot of extra content, but it’s vita exclusive and I’m stuck with vanilla :( Vanilla’s still fine in my experience, at least!
P4 takes place in the small town of Inaba, where the protagonist has transferred for a year to live with his uncle and cousin due to his parents leaving the country for work. Shortly after his arrival, a bizarre series of serial murderers start to occur where the bodies are found strung up on telephone lines. There’s also a rumor that looking into a turned off television screen on a rainy midnight will reveal your soulmate; this rumor is referred to as the Midnight Channel. The protagonists and friends inadvertently discover a parallel world which exists alongside Inaba, which can be entered through televisions but which can’t be exited without the help of a mysterious denizen named Teddie. They discover that these worlds are linked; people who show up on the Midnight Channel turn up dead in the real world shortly after, and the weather is inverse to Inaba’s. They discover that this is because someone is throwing people into this world, who are then unable to escape, and that the Shadows living in it become violent when the fog lifts (inverse to when the fog settles in the real world). This world also has an interesting quirk: people who enter it end up confronting their own shadow, which is a manifestation of the parts of themselves they repress or deny. Denying your shadow leads to it attempting to kill you, and this is likely what caused the deaths of the first victims. The protagonist and team discover that confronting and accepting your own Shadow, however, turns it into a Persona which you can then use to combat the monsters in the world. Equipped with their unique knowledge, the team sets out to save victims, solve the murder mystery, and learn how to accept themselves.
Pros:- A powerful message about the importance of seeking the truth and accepting all facets of yourself- An absolutely incredible murder mystery with clever plot twists and high stakes: getting the true ending is actually difficult if you don’t know who the murderer is, and you’re expected to understand the themes of the game and the characters in order to get it.- A nice in-between for the mechanics of P3 and P5: it’s pretty easy to transfer to either one after playing this one. (also introduces the ability to control party members directly, thank god)- A TON of spinoff content if you find you enjoy the characters and setting- Probably one of the best games in terms of understanding the overarching lore of the series, since it explains how Personas and Shadows work in much more depth than other entriesCons:- Has sort of a wonky difficulty curve. The first couple dungeons are honestly kind of a pain in the ass because of how level scaling works, and it takes a little while to level out.- The character arcs aren’t quite as well-written as previous games, due to the ultimate personas being associated with social link completion rather than events in the plot.- Oh god, such clumsy handling of LGBT topics. Plays around the idea of a gay narrative for one character (Kanji) and a trans narrative for another (Naoto) but ultimately just ends up playing up stereotypes and then backing out before doing anything “risky.” Another character in the party is pretty homophobic to Kanji for a while too, which sucks.
Persona 5 is the most popular in the series for sure, and for good reason. It’s the complete culmination of the Persona formula, and it adds all sorts of stuff to the gameplay and lore. It has a pretty lovable cast, to boot. Not that it doesn’t also have its problems, imo.
P5 features a protagonist who was falsely convicted of assault after attempting to defend a woman from a drunk man harassing her. His criminal record and probation result in his expulsion from his home school, so he moves in with a family friend in Tokyo where a school will accept him until his time’s up. Tokyo’s been strange for a little while now. Mysterious incidents have been causing disruptions for a while. There’s been a surge of “psychotic breakdown incidents” in which people act out unpredictably for seemingly no reason, and on rarer occasions “mental shutdowns” where people seem to completely break and die shortly after. The protagonist and friends get tied up in nonsense pretty quickly when a mysterious app on his phone transports him to a parallel world in which real locations of Tokyo are warped beyond recognition. The protagonist discovers the power of persona pretty early on, which he uses to fight the enemies there. With the help of a strange creature named Morgana, they learn that this is the “Metaverse”, a space in which the twisted desires and perceptions of people are made manifest. It’s a space where a person’s Shadow lords over a “Palace”, an altered version of real-world locations which reflects how that person views the world around them. They also learn that personas are the result of having a strong, rebellious will, allowing you to control your Shadow in combat. By breaking into a Palace, defeating the Shadow, and stealing the “Treasure” at its core, the Palace will crumble and the person in real life will come to grips with the morality of their actions, effectively outing themselves. This is referred to as stealing hearts, and the Phantom Thieves are born; they quickly become infamous in Tokyo, though their reputation attracts unwanted attention, as well as blame… could those breakdown incidents be related to the Metaverse, too? This game focuses heavily on the corruption of society, the abuse and manipulation of people in power, the ways in which our circumstances force us to hide parts of ourselves, ideas of justice, and all sorts of fun ideas of “rebellion”.
Pros:- ABSOLUTELY the best gameplay in the series. The controls are smooth, the battles and UI are streamlined, the visuals are absolutely stunning. This is the one that’s most fun to actually PLAY, bar none.- More of a stealth/heist game than a dungeon crawler, which is a fun spin on the series.- Excellent social commentary on the injustices young people face in a system stacked against them.- A really lovable cast of characters, and social links which actually grant you access to helpful gameplay features as incentive. Cons:- Sort of a small thing, but one of the game’s twists is a lot more fun to figure out if you’ve already played at least one other entry in the series.- Has some serious writing issues. The game has a very strong first half, but then starts to feel rushed the further along you get after a certain point. You can tell that the developers wanted to fit in a lot, but didn’t quite have the time to refine the ideas they implemented.- On that note, some of the character writing starts to regress or even becomes contradictory.- Has a couple instances of homophobia surrounding the Red Light District.
This got long, sorry, but I hope it’s helpful! like I said, you really can start anywhere, and you don’t have to play them in a particular order. Just pick the ones that seem the most interesting and have fun!
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ROSIE <3 how have you been?
so i noticed that you wanted to talk about persona!! hmm, who are your top three favorite characters from 3 and 5 and why?
in any case, take care!!
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EVE!! I'm doing good, but I'm even BETTER now since you're here \^°^/ how about you though? I hope life is treating you well <3
Man.. my favorite characters... can I just say all of them CSKDJDJ I love them all so much that it's hard to discern my top favs, but I know they exist XD
For Persona 5 I absolutely, positively, adore Ryuji, Futaba, and Sojiro. Akiren and Maruki might be crying in the corner but don't mind them /lh
1. Ryuji
Ryuji has been my favorite since the original release of p5 and he has held that spot through royal! Reasonings.. he's precious and is bestie material 😌 also I feel like I can trust him with anything-
2. Futaba
Futaba is a character I heavily relate to, but she also never fails to bring a smile to my face. I see her as a little sister and will protect her with my life :3
3. Sojiro
BEST DAD- cough- he's seriously the best though and a comfort character if I've ever seen one. At this point if the parental figure in persona games aren't a comfort character for me, then something is terribly wrong and you should call the police /j I also view Dojima in persona 4 as a comfort character and I blame Sojiro for this trend! Not that I mind- I actually have a "Characters I want as a Dad" list and those two are on there.
Persona 3! Gosh, this game is my everything.. p5 might've introduced me to this series, but p3 is the one that truly captured my heart(even though it was the second to last persona game I played). It was the first persona game to make me full on sob MULTIPLE TIMES, like I swear 🙄 /lh
My favorites for it though... hm, I'd have to say Makoto(our doorkun), Shinjiro, and Bebe. Although Fuuka, Hitoshi, and Ryoji are extremely close to throwing everyone out of the top positions XD
1. Makoto
I deeply admire him. For his efforts and what he stood for. In a way he brings me comfort, but not like a comfort character. Tbh it's hard to explain, but he makes it feel like everything's okay- somehow differently than a comfort character. I suppose like the hushing of a mother to her crying baby? But also he does some really funny things LMAO
2. Shinjiro
Comfort character. That's all /j
Shinji is a character that wiggled his way into my heart with no problem, which could be seen as painful. If you know, you know. He makes me feel safe in general and man his character.. the way they wrote him and his story is amazing! I wish he was on our team longer, but I don't regret spending a large portion of my yen on him. My strongest teammate... I'll see you again on my second playthrough! [Read: tenth playthrough]
3. Bebe
The French transfer student who adores Japan's culture. HE ALSO CAPTURED MY HEART IN RECORD TIME- he's my everything and I max his social link without fail everytime. I saw him in the hallway on the first day of school and listened to his conversation with the history teacher and.. I knew from that moment onward that I was going to TALK TO HIM SO DAMN HARD *desk slam* UGH- seeing him is a serotonin boost istg!
Thank you for sending me an ask, Eve! I had a lot of fun answering and am looking forward to writing your request \^°^/ Take care ♡
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#♡ - Rosie speaks#thank you sm for chatting with me Eve!#the persona series is my everything and im so happy to be able to talk and share my writings about it#even if i dont play for a long time i still think about it#its left such a huge impression and has actually helped me grow as a person#im super excited for the next game- whenever that is#feel free to send in more asks#just to chat or more requests!!#im always happy to recieve something from you <3#ask answered#persona 5#persona 3#favorite characters#persona 5 royal#persona 3 portable#persona 3 fes#writing
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Hello After the release of the PQ2 trailers, I would like to know why you like Minako / Hamuko so much?I do not understand why a lot of people like it and I do not say that in a way that bothered me, I just do not understand.
Before I can get to her, I need to give a backstory on my relationship with P3. And really just a summary of how I got into Persona in general. But yeah, in this literal essay I will (attempt to muddily, and kinda all over the place) explain how I fell in love with a character I was 100% neutral on, on a game I had a rocky relationship to begin with, and how she actually made me appreciate both that said game AND the MaleMC (who I also had a rocky relationship on) more and more as the years went by.
I should note I played the Persona games in this order: P4 (PS2, newly released), then P3FES, then Persona 1 PSP (didn’t finish tho), then P3P (and basically from the P1PSP on I roughly played them in order of release as we got them, so yeah....the thing to note is I played P4 first, then the original male P3 then years later I played the FeMC, so I did not experience her first).
Now I REALLY loved P4 when I played it, colorful cast, really loved their hijinx and chemistry, and the shadow Selves were just so much fun and dark. I thought the plot was fine, not god’s gift to this earth but it was fun. I found the characters and setting to be the biggest draw (I mean P4 is character focused not plot/story focused so that makes sense). I researched the series and found P3FES. People said it was a lot better than P4, I wanted to try and get P1/2 but.....yeah the only versions were PS1 and they were expensive, and I am but a freshman in high school with no job (too busy being an athlete and studying) and am lucky if I can beg my parents to let me get these games. And there was no way in hell I was getting P1/2EP which were both like $100 (I had to beg for P3/4 which were like $30 each).
Anyway I got my hands on P3 and......I....really didn’t like it. I liked the music, the setting, the style, and I was fine with the slightly harder combat cause of the AI (I accidentally played through all of Kanji’s dungeon with AI on not knowing I could change). But.....I didn’t like the characters. I got to Fuuka’s full moon before I had to put it down. I thought Junpei and Yukari were too mean, I hated I couldn’t SL with anyone on my team yet, Mitsuru/Akihiko were too distant, and the SLs i could SL were.....not really that great, and the MC was....really dull....like he was mostly neutral or silent (as opposed to Souji being funny, rude, neutral, silent, caring and a lot of interesting things with his dialogue options), sometimes he’d have a harsh but funny line but of course if I chose that I’d get a reverse link so that sucks. I decided to replay P4 again, trying to find what it was that really drew me to the series. By the end of that second playthrough I decided to pick up P3 again, give it a second chance (even tho Junpei and Yukari almost killed it for me).
I powered through, got into a rhythm, opened up more interesting links (such as the bookstore people and Maiko). It still wasn’t as good as P4 imo, the feel was different, but it was more I felt the cast was too distant and ridged to the plot. It wasn’t that they were there own people with their own arcs, but that I ironically didn’t find them as fleshed out as P4′s (which was more character focused so maybe that explains it). But then I got to Aigis, and the plot really picked up (years later I find that’s where some people felt like P3 started getting good). And I ended up liking it! I didn’t love it as much as P4 (and I had a lot of issues with the way they handled how the P3 kids got closer, aka I feel like they it could’ve been better), but I did like it and appreciated it despite my rocky start. I should also note I did like Shinji, like “Oh neat design” and then when he died I was like “Oh welp that sucks” but I never blamed Ken, and I wasn’t a rabbid fan shipping girl for him (I did jump on the FeMCxShinji train for a ship tho, just cause I saw other people like it and I prefered it the most out of the other options at the time, but actually FeMCxTheo was my first ship for her XD)
Then P3P was announced. Me who had a PSP for P1 and KHBBS was like “Oh ok cool.” Then I saw there was a femaleMC and I saw the opening (cause iirc they announced it with an opening) and I was like “OH no this is horrible, I can’t believe they’re making Yukari an MC!” but then I looked at it again and realized it was some new character and was like “oh phew thank god, huh I wonder how you’re gonna be handled” (which is funny, because Soejima accidentally mistook the Concept!Heroine of P3 for Yukari, like he didn’t realize those were two separate characters in like the really early days of P3, so they have very similar concept designs. I think they even share one design XD). So yeah my first impression was a false negative turned into a “Ok cool I’ll try it out.”
So months later it comes out, and I get it. And I start playing....and I don’t stop. Not like with FES. Like it had been awhile since I had played FES, and I knew if I “powered through it” to get to Aigis it get better but.....I...didn’t need to. Junpei and Yukari were a lot more tolerable, and I think that’s thanks to the SLs we got. And like WE GET TO START THEIR SLs EARLY! AND THE BOYS GET THEM TOO???? Like hot dang! Like Yukari, she’s available right at the beginning! You don’t have to wait! No like even if you are NG+ max charm, I had to wait till like Aigis joined before her SL would actually start (there’s a date restriction on top of it for the male, at least in FES I realized 2 years ago when I played it with some college friends). And Junpei, Ken, Ryoji, Koro, Shinji, and Aki (all characters that really needed a link to expand on them more) get more development! And Rio and Saori are great, Rio’s link is 1000% times better than Kazushi’s link (I hated how the only positive options is letting the guy just crumble, I felt like a horrible friend a lot of the times with the MaleMC, which is weird cause every non-main game iteration acts like he’s a great friend). Saori replacing Maya, well that and Akihiko replacing Minato’s Star guy was saddening, cause I liked them. But thankfully it was an even trade. The rest were a trade up from the MaleMC (Junpei was a lot better than Kenji, wasn’t a fan of P3!Chihiro, very creepy, and remember I saw her in P4 first and thought she was fine, I was sad about Yuko but I kinda like Koro more so...*shrugs* more or less a fair trade, Shinji was obvie a trade up, and I think Ryoji was a trade up from Mr. Fortune guy whom Yukiko would pretty much rip off his SL beat by beat but somehow do it a liiiiitle better). I also liked how Fuuka’s SL was changed....only cause I tend to remember a liiiiiiitle bit more of her FeMC link than I do the Male one (sadly I just....can never remember her whole link....). So I would say she had the “better links” because it helped expand more on the MC’s relationship with the guys and Ryoji (which I found was really lacking on the male side, esp when Junpei tries to claim us as even...normal friends). Not that the Male’s were (all) horrible, but the FeMC does replace a lot of the worst ones (namely, imo, Moon, Magician, and Chariot) with a lot better ones, and the good ones she also replaces are met with a pretty even/fair trade. Also again, Male SEES+Ryoji SLs. I mean Shinji/Ryoji’s links you need to “bust your balls” for those two, but...not really. XD I’m pretty sure (at least with Shinji, need to double check with Ryoji) as long as you say the right stuff, you get a rank up. The real ball buster was the Male’s side because you 100% need a guide to get every SL on his side, FeMC has a bit more freedom (not THAT much but a bit more).
She also had a larger range of personality options (aka it’s not her only personality, she could be a lot of different things) than the MaleMC (so she was similar to Souji in this regard). I could make her be a bitch, maker her peppy, nice, angry, conservative, a lot of things. I felt like there was a lot more to do with her (have her be emo? Sure! Have her be nice? Sure! and so on and so on). I felt like she was more than just being “there,” more than being along for the ride. I loved her anger issues and violent tendencies, the fact she was dark enough to be willing to kill someone, the fact she’s probably a stepford smiler and is actually really hurting underneath it all. I liked how she had personality you could trace and piece together and mess around with to make a different combo of FeMC, as opposed to MaleMC who is just....kinda there....his options are...there most of the time (sometimes some personality leaks out but not a whole lot)...and you have to come up with a personality all on your own instead of piecing together traces of one (they at least adapted this well into the movies by making him numb and depressed and then recovering as a means to explain this odd detachment in the game, but you probably don’t see it when you are first playing without that context). She could be more vocal at times (not all the time but times where the MC wouldn’t talk she would sometimes have an option to say something), she could also make a change as well (Shinji’s link). So yeah I liked how her side had some impact and could change some things. (I mean, in retrospect, I wouldn’t have minded if she had changed more, but I also gotta remember this is a PSP era game). But most importantly, I felt closer to the team. The SLs helped sooooooo much, I felt like the core of SEES, I connected everyone, we were all a unit. The extra events, even if they were the same as the male’s, felt deeper cause I felt like I was hanging out with an actual coworker turned friend rather than a ‘coworker who says I’m their friend but I don’t feel like we got there yet” type of feeling. When anyone was like “dang we friends” I was like “hell yeah we are.”
I also like how, while she’s a bit more upbeat and friendly, it fits with the game. The game does start off light guys, it doesn’t really get dark-dark till Oct. If anything, her being friendly (if you player her that way) and getting along with people, and the just how it feels like genuine friends really feels more impactful when the dark stuff starts to come around....since she gets more shook and has to face the harshness and overcome it. It feels like it impacts her. MaleMC it....it can feel like it doesn’t as much (again the game, not the side content, the side content it does impact him). I feel like the MaleMC had a similar detachment as I did when I first played on FES. “Oh that sucks Shinji died, pretty sad, wonder what’s gonna happen next.” So like...THAT is just...there.....
So yeah, basically....I had issues with P3, and I felt like she fixed a lot, not all but a lot. Sure she has her own slew of problems (my issues are more that she might not change enough, like she changed enough to justify her, but I feel like they could do more. Also, connecting to that point, them repeating a lot of the same dialogue....I felt like some could/needed to be changed....Like Junpei’s jealousy works really well with the MaleMC but him suddenly being friends at the end doesn’t, while the FeMC they are friends....but he still has the same jealous out spurts and like......he can have that, but I feel like they should’ve changed it a bit and added more complexity to them since they are already friends).
Do I think FeMC is the better MC of the two? (Main) Game wise....yes. Her bonds are what I feel like is what Atlus wanted to do with the MC but messed up (evident with how they handle him with the manga, movie, dramacd, and PQ/P3D). Manga/Movie/DramaCD (and PQ/P3D) vs her? They are the same tbh, the FeMC is just the stronger game equivalent (bond execution wise, which was the male’s side’ issue and one that’s fixed in side stuff) to the other iterations of Minato than his actual equivalent imo.
Anyway, as the years went on I got more attached, esp when I compared and contrast the two MCs (btw as the years went on I grew to like P3 even more as well as Minato, so all of the above is just my first impressions), wished there could be a version of P3 where they are together, later wishing for a spinoff where there together, or a spinoff where she meets P4 kids cause I feel like it’d be interesting how she’d interact with them (cause it’d be different to Minato’s). Her clashing ideals with Male cast and P4 cast, her working together, working off each other. Her dynamic was just interesting, I saw potential and what she could bring to the table and it sucked she basically wasn’t allowed (mostly cause, as it was recently revealed, they didn’t know how to do it). I saw potential, and still do see potential, in the other MCs in all of the games, it’s just as each new entry came about....the need to see the FeMC’s utilized grew more and more (cause again, they were already utilizing P3/4MC’s potentials, and P1/2 were locked behind some possible legal tape, and PTS was retconned out with the only hope of it ever coming back being for it to be retconned again to fit into the story, so she was literally the only one of this group that could be used and had yet to be used). I also really wanna see a duo of FeMC/Minato and Tatsuya/Maya, I just....I really wanna....cause P2 had a lot of duality themes, and then P3 kicked it up to 20 notches, and I’d love to see P2/3 meld together! ;w;
(oh I should note I do like P1 and P2 a lot, I really love P1′s manga tbh, just in case anyone was wondering where I stood on them. So yeah it’s not like I only love P3P and P4. I actually like P2 a lot. It’s tied with P4 as my fav, tho FemC might be my fav MC, tho possibly tied with Maya and Souji. I do think they should come back, but I’m also aware they have....a stickier situation than the FeMC or even PTS.....and we all know where I stand with P5 so ahuhuhu 8U)
So uhhhhh yeah, that’s my story....on how I kinda slowly fell in love with this character, one of which I had a neutral stance (I didn’t automatically think “Female MC? Ok I LOVE her!” or think she was gonna change the game for me, it all just kinda happened). And how she made me appreciate P3 (and the MaleMC) more. And then by the time I realized it I realized I was in drought hell with pretty much nothing. :’D
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Back again for another year of games!! I dunno, making these lists is kinda fun, and it also tends to help me actually finish games I’ve started, so I’ll probably keep doing it at the end of the year for as long as I can be bothered.
As usual, the images mostly speak for themselves, but the obligatory TL;DR reviews are under the cut. May contain spoilers.
—————————————— Kingdom: New Lands (Steam) FINAL VERDICT: Bretty Gud —————————————— For a game that only requires one button and a joystick (or some WASD if you're into that sort of thing), Kingdom is surprisingly fun. I hesitate to call it 'tower defense' because it's not, but it's definitely got a similar sort of feeling to it. Like tower defense meets resource management/building game. You - the monarch - ride around on your horse and use your carefully-managed budget of coins (and by carefully-managed I mean you can and will probably run out at some point and fuck yourself over if you haven't planned well) and recruit peasants to join and defend your steadily-growing kingdom. Give them a coin and either a bow or a hammer and a peasant will become a worker, to build and repair your towers, or an archer, to hunt by day (to earn you coins) and defend your towers from the monsters who come out at night. You can have workers cut down trees to expand your kingdom further, allowing more room for towers and eventually farms to be built to keep your coin supply steady, and upgrade your intially-tiny campsite into a true fortress. Your goal is essentially to keep building your kingdom out as far as you can across the island, while making sure it's not overrun by the monsters who get steadily more powerful every night. The monsters can and will destroy your towers, and if they catch your workers and archers they'll turn back into wandering peasants who you will need to seek out once more to give new coins. This can be tricky, too, since their campsites may be deep in the woods, and night can fall quickly if you venture out there unprepared - having the monsters attack while you're not behind the safety of your castle walls can instantly spell game over. If you manage your resources right, though, you will eventually have enough of a coin surplus to repair the broken ship lying somewhere in the wilderness, which you need in order to escape the island and move onto the next level.
All in all Kingdom is as mechanically simple as it gets, but can prove quite a challenge to survive. I think my best game lasted about 38 days, and I did manage to get at least to the second island. Plus, the visuals are absolutely gorgeous, with beautiful pixel art and lighting. It's a great game to play if you just want to unwind without thinking about anything too complicated.
—————————————— Stardew Valley (Steam) FINAL VERDICT: Bretty Gud —————————————— If you like Harvest Moon, you'll like Stardew Valley. I'm sure this has been said a million times, but really it's about as simple as that. That's not to say SV is just a 'HM clone' of course, but the similarities and inspirations are abundantly clear. There's a lot to do, interesting characters, and even a lot of mods if you get bored of the base game after a while. I think I got through about my first year before I started losing steam, and never got around to tinkering too much with mods. I should go back and give it another go sometime.
As consequence of writing this review practically an entire year since I last played, I can't think of anything more specific to say. But I do remember enjoying it.
—————————————— Borderlands: The Pre-Sequel (Steam) FINAL VERDICT: Bretty Gud —————————————— If you liked Borderlands 2, I can't think of a good reason NOT to play TPS. It seems to get an awful lot of undeserved hate simply because 'it's not BL2', which, well, is stupid. Borderlands 2 is a great game and I can understand people feeling like TPS didn't quite live up to that reputation, but that alone doesn't make it a bad game. It's not Borderlands 3 after all - it's The Pre-Sequel. It exists to fill in the gaps between the first and second games while providing an experience and humor more similar to the second, if somewhat shorter.
One thing I particularly liked and hope we see again in future installments is that the player characters felt more real. They actually TALK to the other characters during the storyline quests, rather than feeling like essentially blank slates outside of their combat banter and backstory Echoes (of which I was never able to find all in BL2). It made me feel like my character was more involved in what was going on, and actually had more of a connection to these events and characters. I played Athena in my singleplayer game because she's the narrator of the framing story, but I was Nisha in my multiplayer game and played with a Baroness and Holo-Jack. It was fun hearing the vastly different types of commentary depending on which one of us handed in a quest, which gave more variety to the characters. I'd like to do another solo run as someone else someday even just to hear all their unique quest responses.
Also, managing O2 isn't THAT bad once you get used to it. It's a little bit of a pain early on, but once you get a decent Oz-Kit it's pretty manageable. Oxygen bubbles are plentiful on the moon's surface, and there's a lot of zones that take place almost entirely in oxygenated areas to boot. Plus, slamming is a lot of fun. I thought the mechanic was a nice way of differenciating the game a bit more from BL2, in a sorta gimmicky way without feeling terribly frustrating. Also, the grinder made getting Legendary weapons somewhat feasible compared to BL2, and there were many times I'd just spend over an hour going between the loot chest and grinder over and over. ...I mean, I don't do that. Using a save editor to give yourself infinite gold keys and playing the whole game with purple guns is cheating, and I would never do that in BL2 or TPS. Not ever.
Anyway, TPS was fun. I never got around to playing the DLC, so I guess I'll have something to look forward to next time I get the urge to do a new solo playthrough as a different character.
—————————————— Riff Racer (Steam) FINAL VERDICT: Recommended ——————————————
Another one of those 'zip around a track to your own music collection' games, so naturally I had to take a look at it. Audiosurf was my first Steam game, after all. Unlike Audiosurf, though (to which comparisons are inevitable since they're similar at a glance), Riff Racer is actually a RACING game. At least to the extent that one can race against oneself. You basically load up a song to generate a track, just like Audiosurf and similar games. If you're the first person to ever run that song, any other player who ever plays that song will be racing against your ghost - likewise, if you do a song someone else created first, they're the score you wanna beat. There's no actual other cars on the track though, just you and a lot of obstacles to avoid, ramps to jump and curvy tracks to drift. Drifting is the main way to earn points, and is also the most fun part of the game. It took me a bit to really get the hang of it, but once I did I started seeking out songs that were likely to have a lot of tight corners to drift around. I was floored when I actually managed to pull off the achievement for drifting 16 beats in one maneuver, because for the longest time I could barely manage to drift 4. And the feeling you get when you're actually able to beat a powerful ghost is [relieved] [okhand]
Of course, a lot of people play this sort of game just to chill out and not worry about things like leaderboards and high scores. That's totally fine too!! It's a great game to just sit back and chill out with, just drifting along the track with your favorite tunes. I would definitely recommend this one to anyone who's into games like Audiosurf - I get the feeling it's a bit of a lesser-known gem, and it totally deserves some more love.
—————————————— Persona 3 Portable (PSP) FINAL VERDICT: UNFINISHED —————————————— I started playing this in March, I think...as I write this, it's December, and I still haven't finished. I know P3 is one of those games that makes the 'must play' and favorite lists of a LOOOOT of people, and many will hail it as the best JRPG of all time...but I have to wonder how much of that is just being blinded by nostalgia. I certainly don't think there's ENOUGH of a difference between the Portable and PS2 versions that I'm missing some great secret that makes this game so much more amazing than I can see, at least.
I haven't picked it up in a while (I've played it on and off throughout the year) but I believe I'm somewhere around the end of September or beginning of October in-game. So I'm certainly not dismissing it after only a few hours. In fact, I'm not dismissing it at all - as a MegaTen fan, I do want to finish it at some point. Really, I just keep getting burned out by Tartarus. For me, games are games - if all I wanted was a compelling story and interesting characters, I'd read a book. A game needs to first and foremost engage me with its GAMEPLAY, and while I do enjoy story-driven games with interesting characters, that alone isn't enough to save it if the GAMEPLAY isn't engaging me enough first!! And Tartarus is just...bad. I'm sorry, but one dungeon with semi-randomized floors where the decor only slightly changes periodically as you climb higher and every single floor is practically the same grind of collect items/attack or avoid enemies/find the stairs...that's just not fun. Like not even a little. It got old somewhere around the second block, and by now I'm on, what, fifth or sixth? I can't remember, it's all the fucking same. And while I enjoy MegaTen combat, and P3 is sorta similar to the push-turn system, even those get old after a while of the same 3 encounters ad nauseum for the next 15-odd floors until you hit the next boss. It didn't take long for me to start playing with my volume muted outside story segments (I use the undub patch, otherwise I'd probably have it muted for the entirety of the game) because I was sick of hearing the same OOOOOH YEAH!!! DADADA-DA DADADA-DA!!! over and over again. One thing I've always hated is games that run on having a LOT of battles and grinding, but only one piece of battle music outside boss fights. It's cruel and unusual.
Anyway. Tartarus aside, the game's alright. I personally find social links a little odd, because I'm linking with people unrelated to my struggle against the Shadows (I still haven't hit lofty the requirements to link with the girls, and outside the PSP-exclusive non-canon Girl Route you can NEVER link with your male teammates). It's this bizarre sort of disconnect - I understand that these people are part of my life in their own ways, but it feels very segregated. I should be bonding with the people in my party, the ones living in my dorm, my fellow Persona users who understand the stress we're under and can relate to my struggles. Instead, I'm cringing at a wannabe playboy who thinks his teacher wants to bone him, or a rules-obsessed student council jerkbag, both of whom I have to tell what they WANT to hear and not how I ACTUALLY feel because it's all about leveling up those sweet sweet link ranks. Devil Survivor 2 used a similar link system (most likely inspired by P3, since I believe that came first), but instead of being random people from my class/town I was actually linking with my party members. Being able to bond with the people I'm spending most of my game with felt a lot more meaningful to me than the P3 links - in fact, for the first in-game month or two, I kept waiting for some of my early links to find out about Shadows and get moved into the dorm as playable characters. I was very surprised to find out that they just ultimately had nothing to do with the main gameplay and storyline whatsoever. Maybe that's the point. Maybe there's some profound reason for this that I don't know yet because I haven't finished the game. But to me, it feels disjointed and unrelated to the main game I'm supposed to be playing here.
Social Links, and Tartarus. Aside from the storyline itself, those are basically what make up this game - and I'm not terribly fond of either. Sure, I'm enjoying the story well enough, and the glimpses I get of my party members through the main storyline and things like the hidden camera videos...but that's not enough for me. The GAMEPLAY needs to win me over as much as the story, and it's just not. I'd like to stick it out and finish it, and I do still pick it up from time to time...but there's a reason I haven't finished it despite starting it so many months ago, and this is basically it. I simply don't find it fun. And it's great if it's the favorite game or best JRPG for a lot of people? But it's not that for me.
(I'd also like to play P4 and even P5 someday, but I don't own any consoles so I'm basically riding on the popularity of things like Dangan Ronpa to convince more Japanese developers that porting their games to Steam is worthwhile...otherwise I'll probably never get to play either of those)
—————————————— Dragon's Dogma: Dark Arisen (Steam) FINAL VERDICT: Recommended —————————————— While I ultimately burned out before I could finish my NG+ all the way through and then go to Bitterblack Isle, I had a lot of fun with this game. DLC aside, I basically 100% completed everything else - all normal quests (had to catch a few missable ones on my NG+ for the achievement), all regular notice board quests (including the annoying ones like mining a fuckton of that one rare mineral or getting 100 clumps of hair or whatever it was, and the one with all the skulls), and even got all the badges (also including the missable ones on my NG+). The badge sidequest should absolutely have an achievement attached. I'm not sure why I bothered actually...personal satisfaction, I guess. Either way, I only bother to put that kind of effort into a game if I really enjoy it, so that says it all right there.
Dragon's Dogma, on the surface, is a fairly generic fantasy RPG. The world of Gransys is pretty dull - aside from the small village where you grew up, there's pretty much just the One Big City, and long stretches of wilderness with a fortress or two. The NPCs are mostly generic peasants with a handful of quest givers, aside from the story-important characters...and everyone talks in this weirdly forced archaic style where 'aught' is the most popular word in the entire world. Hearing your pawns say the same 3 stock phrases over and over again also gets really old - yes, I know that goblins ill like fire, I've probably killed more than a million of them by now!! The story is also told in a really confusing style to where you probably won't grasp what's actually going on until you go through a New Game+ - not because it's terribly difficult in itself, but just because of the odd way in which the game gives out information. Having to talk to an NPC 3 or 4 times in order to hear all they have to say in a given conversation doesn't help matters, either, because if you don't know enough to do that you may well only speak to them once and then walk away, simply not having enough information to know what just happened. It's basically Capcom trying to apply JRPG logic to an open, WPRG-style world, and it doesn't always work.
That aside, however...the real meat of the game is in the combat. The hack-and-slash combat and multiple character classes with their own abilities and playstyles is what really makes the game. I found it similar to Kingdoms of Amalur, if slighly more robust - not surprising, though, since it's from the same company responsible for Devil May Cry. So you can be certain that the combat always feels engaging and solid. The best part to me, though, is the giant monsters. After a while you'll get sick of cyclopes and chimera (the most common large monsters), but in the early game they're appropriately terrifying. You're ENCOURAGED to climb up on them and go after their weak points, rather than standing at their feet slashing away like an idiot. If you're fighting a cyclops, naturally you'd go for the eye. But what if it's an armored cyclops, with a helmet protecting the eye? Then you have to get the helmet off before you can really damage it. If you're fighting a chimera, each part of the beast does something different - you generally want to kill the snake first so it can't poison you, but meanwhile the goat is shooting magic at you and the lion is tearing you to shreds with its claws, so situationally it may be better to take out one of those parts first. With each part, you disable and severely weaken the beast, making it easier to finish it off. Every enemy has a weakness like that, and it's particularly important for the giant ones. And God forbid you don't take advantage of the weaknesses when fighting a dragon (sorry, a drake/wyvern/wyrm), you're pretty much guaranteed to die.
Another thing I really liked was how much nighttime really ups the terror of encountering giant dangerous enemies like this. Gransys isn't nearly so big a world as it tricks you into thinking, because there's no mounts and fast travel is fairly limited/difficult for the first half of the game or so. This means that if you want to get anywhere significantly far across the map, you're going to have to pack enough lantern oil and prepare to travel during the night. Night in Dragon's Dogma - even with a lantern - is PUNISHINGLY dark. This is the kind of darkness you WISH your Skyrim lighting mods and ENB could achieve. Your lantern only illuminates a small circle around your character - just enough to see where you're going and not bump into things. But not enough to warn you of a chimera about to leap at you from the darkness before it's far too late to dodge...something that happened to me once during the early game and nearly gave me a heart attack (I don't play horror games because I can't handle jump scares, but this chimera had more or less the same effect on me). You have to be very cautious and very quiet, and sticking to the roads can mean the difference between life and death. Resource management is also important and you can't just stock up on 300 mega-heal potions at once - even in the late game, you'll still only be buying/finding the lowbie herbs, so you've got to combine them together yourself to make more powerful healing items. The crafting system is also forgivingly simple (a case of 1 + 2 = 3, across the board) so it doesn't get overly tedious to have to spend a little prep time rifling through your bank storage and combining some items before adventuring.
The pawn system is also a lot of fun (despite how much their repetitive dialogue will grate on you after the first hour). I've always preferred that JRPG feel of traveling with a party of adventurers to the WRPG style of being a wandering solo hero (I'd travel with 3 followers in Skyrim if having even one follower didn't tip the game balance so far in the 'too easy' direction). By mid-game I'd basically settled into Magic Archer as my class, so I'd usually have a fighter (my pawn), a mage (dem heals), and either a ranger or strider to fill in the gaps. It really captures that sort of oldschool JRPG feel of traveling the little 8-bit lands with your little 8-bit party...but like, in a 3D third-person open-world(ish) way, so more immersive. I only wish there were more dungeons - after backtracking to the catacombs and the canyon place 300 times within a playthrough, it got pretty stale. But the first time through the Water God's Altar I remember feeling like this was a JRPG-style dungeon given life, with the puzzle solving that's almost never present in WRPGs.
In the end, while Gransys itself always left me wanting something more, the core mechanics of the game were solid enough to keep even the multiple backtracking trips to the same 5 places fun. And while the story was a bit convoluted in how it was told, once I really put together what HAPPENED in the end, I was speechless. Not to say it was some kind of incredibly profound, award-worthy storytelling experience, but it was one of those moments where it all clicks together at once and the realization sets in and you just sit there for a few moments thinking, 'oh my God'. I won't say anything more so as not to spoil it, but don't be quick to dismiss the story as just an excuse plot for a game that's only about the combat, either. All in all I'd definitely recommend this game to anyone who enjoys RPGs, J- and W- alike, and I really really wish we'd get Dragon's Dogma online someday, or another single player game as a sequel, or something. I just want more.
Guess I'd better get my ass to Bitterblack Isle.
—————————————— Sunless Sea (Steam) FINAL VERDICT: Bretty Gud —————————————— Having played Fallen London before (on and off, with very long breaks in between because I keep forgetting it exists...then I go back for a bit, rinse, repeat), I sorta knew what to expect with Sunless Sea in terms of narrativ style, setting, and general weirdness. What I didn't realize was just how HARD it was gonna be. Within less than 5 minutes of making my first character, I got eaten by a shark. Amazingly though, through numerous EXTREMELY CLOSE brushes with death and, dare I say, miracles...my second character (Tigeru 2, in a name scheme that shows just how long I expected this character to last) is miraculously STILL ALIVE. In addition to surviving, though, Tigeru 2's life goals consist of finding the bones of their lost father and also killing crabs. Lots of crabs. Like, all of them. Because fuck those guys. Anyway, it's hard to REALLY give a solid verdict on this one given the general style of the game and the fact that I haven't gotten very FAR yet...but it's good at being what it set out to be, and that's a difficult exploration game set in the Fallen London universe.
—————————————— Darkest Dungeon (Steam) FINAL VERDICT: Bretty Gud —————————————— I had my eye on Darkest Dungeon for a while before it left early access, but was never quite ready to drop any money on it because the reviews would often swing wildly between positives and negatives. Conceptually, I loved the idea - that the reality of dungeon crawling would not just be heroic, climactic battles but also stress, resource management, and fear. But while it sounds good on paper, it also sounded like something that might work better as an anime plot than a video game, because maintaining those exact same resources could quickly go from 'fun' to 'chore'. Anyway, I finally decided to take the plunge during the summer sale, and it's almost addictively fun...in small bursts. It's the kind of game where I can get caught up in the 'just one more level' dynamic for a while, but also the kind of game that feels repetitive and tedious after so many runs fighting the same enemies over and over. But I also think that I'm playing it 'wrong', in a way - because I don't want to lose the characters I've worked so hard to build, I'm playing it too safe. I'm so terrified of dying against bosses that I've actually OVERLEVELED my best characters, not realizing that characters who are TOO strong will refuse to take on levels and bosses they deem beneath their ability. If your heroes are too strong for the weaker missions, you just won't be allowed to bring them.
Some might call this a type of 'fake difficulty' but I'd disagree because it really does enforce the game's entire theme. Which is actually kind of nice because it ensures you're forced OUT of that 'playing it safe' comfort zone that I was trapping myself in, waiting until you're so OP you can stomp anything that comes your way. That sort of gameplay goes against everything Darkest Dungeon stands for - the whole point of the game is that you're NEVER going to be truly prepared for the horrors that lurk here, and that there's no such thing as weak enemies or an invincible party. Your preparedness to tackle a dungeon lies not in your character's levels and OP abilities but your ability to manage resources, trinkets, phobias and diseases, and picking the right heroes for the job instead of steamrolling every level with your 4 favorites. And even then, there's the RNG...which is something I really hate, and the subject of many negative reviews, but I honestly think it also makes sense for this game. Again, no matter how prepared you are, you're going up against unspeakable eldritch horrors here. YOU CANNOT POSSIBLY ACCOUNT FOR EVERY CONTINGENCY. Sometimes you can do your absolute best and things will still end up going terribly wrong because you were just unlucky. Heroes will die. You may have to drop rare treasures and flee just to save at least one life. It's bound to be frustrating, sure, but it's the very nature of this game to be like that. All you can do is make the best of a bad situation, and rebuild from your losses to continue on. No, it's not going to be easy - but if that's what you expected, you picked the wrong game in the first place.
—————————————— Baldur's Gate Enhanced Edition (Steam) FINAL VERDICT: BUGGY AS FUCK ——————————————
I grew up on Baldur's Gate (well, Baldur's Gate II moreso) when I was just a wee child. Thus, when I found out they were rereleasing 'enhanced' editions, I was very excited. However...anyone who has played Baldur's Gate or similar CRPGs from the days of yore knows that they're long, and often tedious games. So while both enhanced editions sat in my Steam library for a long time, I could never bring myself to actually want to sit down and PLAY them because the idea of starting such a long saga was daunting. But during the summer, some friends I often play co-op games with proposed the idea of doing a multiplayer run...and it sounded fun!! At first.
At least, until we realized that Baldur's Gate Enhanced Edition was barely 'enhanced' at all. Aside from a few new characters, it was basically just the original game...bugs and all. And there are a LOT of bugs. In fact, this is quite possibly the buggiest game I have ever played, and I wish I were exaggerating. We tried our best to deal with the snags and press on, but it eventually just got to be too much, and none of us were really having any fun with it. Thus, we decided to call it quits and do a multiplayer run of Neverwinter Nights II instead.
Unless you're a hardcore fan of the originals or a serious masochist, I couldn't recommend this game. Maybe the enhanced BG II is better...and maybe someday I'll find out. That was literally my childhood game, after all. But BG I EE...is just bad.
0/10 would not Enhance again.
—————————————— Tabletop Simulator (Steam) FINAL VERDICT: Recommended —————————————— Simultaneously not an actual game, but yet, every game known to man. You know that feeling when you walk into the local comic and games shop and see all these really cool games that you and your friends would have a lot of fun with...if your friends didn't all live halfway across the country - if not other countries entirely? Because I know that feel, and it sucks. Enter Tabletop Simulator, where those games probably already have mods...and if they don't, you can make your own with just a little ambition and elbow grease!! In fact, I've got 181 hours in TTS currently, and I'd wager less than 50 of that was spent actually playing games with friends - the rest has been me MAKING games to play with my friends. I made Umineko Clue (AKA Clumineko) as well as a version skinned for my friends and our roleplaying OCs...then I adapted the Risk-based game of gang warfare that I'd made as a final project in my game design class in college...then I just spent ungodly amounts of time decorating a 3D room with 3D objects to play games in with my friends, AND applied the same treatment to revamping the Clumineko mod into an entire 3D room based on the iconic witches tea room. Never in a million years would I call myself a 'modder', but I actually learned how to do some basic stuff in Blender and Unity ENTIRELY so I could make fun games and shit to do in TTS with my pals.
It may not be a 'game' so much as a sandbox physics engine with which to make and play many games with ease, but even so I'd be hard-pressed not to call it one of the best games of all time. If you have a good group of online pals I seriously could not recommend this one enough.
—————————————— ICEY (Steam) FINAL VERDICT: Bretty Gud —————————————— At the very last minute I found out about the Steam Link bundle deal in which you'd get the normally-expensive device for $1 with purchase of a little-known little 2D action game. Despite not having a great interest in the Link, I could hardly pass up the offer to get it for a dollar, and the game seemed pretty fun besides. On the surface, ICEY is a pretty fun little action platformer...but ALSO on the surface, it's a meta game. And that's because it advertises itself in exactly this way. That's the biggest flaw with ICEY, I think - you don't make a meta game and then say 'hey, this secretly is a meta game!!'. If it had downplayed those aspects and just branded it as an action platformer with maybe some cryptic hints that there was more to it than that, encouraging players to explore and find out what's going on in the game's multilayered world...it would have been a lot better, and maybe could have gone on to become a cult favorite instead of flying under everyone's radar. That aside, it's a pretty good game. The action is actually quite fun on its own, and uncovering the various endings is entertaining. The English voice over could use some work, but it's a Chinese game that only recently even GOT an English voiceover, apparently, so it's hard to fault that too much. Again, the meta aspects would have been more enjoyable if the game didn't advertise it outright, but it's alright.
I haven't actually finished it yet (think I have another boss or two to go; I got stuck and haven't yet gone back to it) but if the story actually ends up making sense in the end that'd be nice. I'm sort of waiting for that kind of payoff because right now everything just seems a little nonsensical. For what it's worth, though, I did have fun playing it.
—————————————— World of Warcraft: Legion (PC) FINAL VERDICT: Bretty Gud —————————————— I first included WoW on my 2015 games list, back when I first started playing. My verdict was essentially 'it's okay I guess, but it feels super dated all around and not very welcoming to players expecting a more modern game'. Well, obviously that hasn't changed - old content is still old content - BUT, with Legion, I feel like the newer content is at least taking steps in the right direction towards making the game feel less dated overall.
Legion was actually my fourth WoW subscription. Since my best friend has been playing for like 8 years and is really into the game, I get free subs thrown at me at least once a year, and I play for a few months until next time. My previous subscription ended just on the heels of Legion's release, and the changes to all the classes hit me pretty hard when suddenly my preferred Rogue spec (Combat) was altered so completely that I just did not want to play anymore. Everything I was used to was retooled, if not completely gone...and I was angry. But having an entire year to cool off and lose that muscle memory, I came into Legion with a fresh spec (Outlaw) and a new region to explore.
Legion content was definitely the most enjoyable to me so far. After making it through all the older content during leveling, my highest version during my first subscription (and review) was Pandaria, so I spent by far the most time playing in that zone. I liked the aesthetic, but the gameplay still felt dated, and I spent most of my time working on my farm or building rep with two factions who had mounts I wanted. Draenor wasn't TERRIBLE, though I had more fun building my garrison than I did questing the actual Draenor zones. Legion was the first time I felt like I actually had a LOT of different things to do, and had a real sense of character progression for the first time. I admit I know almost nothing about WoW lore (nor do I care to go down the rabbit hole of learning it), so there was a lot of ??? during the main Legion questline, but I still felt like I was being engaged in a real STORY for once. The cutscenes and voiced dialogue went a long way to making the game feel less old-fashioned, for one thing. For another, having the order of each zone be up to player's choice because of leveled enemies gave me some much-needed freedom during leveling, and not feeling like I either had to stick around in a lowbie zone with no EXP for the sake of following a storyline...or moving through the zones so fast that it wasn't even worth bothering to follow along with the stories because I'd only abandon them all halfway to move onto the next higher-level area. In Legion, I ended up doing basically every single quest in a zone before moving onto the next one (though I'd then do all the mandatory dungeons in one burst rather than one at a time). I actually read through the quest text instead of skipping along and just trying to hit 100 as soon as possible. And when I DID hit 100, halfway through Highmountain (having done Azsuna and Val'sharah already), I continued the Highmountain quest to the end and then did all of Stormheim.
Hitting level cap no longer felt like I'd met the 'goal' of the expansion, and had nothing really left to do but fuck around. After finishing all four main zones, there was Suramar, and the Broken Shore. There were world quests and the reputation tied to those. There were the class weapon quests, and the goal of gaining the class mount. There were even the falcosaur quests which I just barely managed to finish before my sub ran out!! Plus, having played September/October/November, I also had a lot of holiday events to work on (it was my first Brewfest, and then I went about finishing the Halloween and Thanksgiving achievements I didn't get last time I played in the fall). And in addition to all of THAT...I also got my Hunter through the rest of Draenor so he could do Legion content, too. I had wanted to make a Demon Hunter after that because it seems like the sort of class I'd enjoy playing, but I didn't end up having the time for that. Point being - for the first time, Legion gave me a whole lot of stuff to do, and I never really felt like I was 'done'. Every time I met one goal, there was another to work towards. That's the kind of experience I feel is really important in a game like this...but something I always sorta felt I was dragging myself through in past subscriptions, where I'd spend more time doing pet battles or trying to get transmog gear and mounts and basically anything but actually questing. This time, the questing and dungeoning didn't feel like a chore, or just a means to an end. The whole Legion experience managed to be enjoyable - and I never even wound up going to Argus.
By the time I play next, the newest expansion will be out, and I'll have even more to do. I hear there's gonna be new playable races this time, so maybe I'll even end up making another alt once I get my Rogue and possibly my Hunter through the expac content. Plus I can still make that Demon Hunter and go through Legion again. All in all I think WoW is finally breaking through my initial perceptions of it being a dated game, more fun for long-term players or hardcore raiders and not so much for newcomers who are more into PVE. What the new expac brings remains to be seen, but for once I'm optimistic that I'll end up having some fun with whatever that is.
—————————————— ARK: Survival Evolved (Steam) FINAL VERDICT: Recommended —————————————— Growing up, there were three things in particular that captivated my interest (and also conveniently my Lego sets): pirates, ancient Egypt, and dinosaurs. Assassin's Creed: Black Flag captivated the first. Assassin's Creed: Origins will no doubt captivate the second, once it drops in price enough that I can actually buy it. And since I somehow doubt that assassins existed in the prehistoric eras, picking up the third interest is ARK.
I'd been watching ARK with a close eye since the early access days, precisely because the very concept of taming and riding dinosaurs sounded rad as fuck. It made it from my 'following' list, to my wishlist, to my 'groans sadly' list during every Steam sale when it'd drop no lower than $18 which was still far more than I was willing to spend on an early access game whose reviews were always swinging wildly between positives and negatives - particularly in the optimization department, as I had doubts that my computer could even RUN the game comfortably in its then-current state. Finally a friend of mine (who had bought and refunded the game several times already, also I believe due to optimization issues) had started playing it comfortably and generously gifted it to me about a year ago, just a short time before it finally left early access and went for full standard retail price. As predicted, I could barely run the game...even on the lowest graphic settings, with no sky effects and on the low memory setting, I was getting about 15 FPS just trying to walk around on the initial beach where I'd spawned. I sadly had to shelf the game and hope that I'd be able to play it someday in the future, when it was either optimized better or I'd upgraded to better hardware.
Now, both of those things have happened, so I decided to give it another go. Now that I can run it at an average 50 FPS on a mix of medium to high graphics settings and have actually been able to PLAY the game, it's the early days of Minecraft all over again, and I can't stop. I've been playing both singleplayer and multiplayer with a friend on an unofficial PVP server, and each game is sort of its own experience. The PVP server has everything set to 10x, so gathering resources and EXP all goes REALLY fast. I'm already like level 70 after only playing two days of multiplayer, and we've gone from a somewhat crude houseboat base to a slightly less crude base in the mountains with a decent crop of early to midgame dinos (we had more, but some died to alpha raptor injuries with others being on the wrong end of a tame and otherwise non-hostile T-Rex and its fertilized egg). Meanwhile in singleplayer, which I've actually spent more time in (only doing multi when my friend is available), I just hit level 30 and am only now starting to feel confident enough to venture away from my crude campsite on the beach where you first spawn...and have faced more than a few setbacks already. I did turn my dinosaur tame settings up to 10x (because waiting several REAL WORLD HOURS to tame critters is like, unreasonable) but otherwise I'm running just standard growth rates for everything, plus going solo...so it's a much slower experience overall. I want to keep my singleplayer experience a bit slow and steady, with more of the intended 'harsh survival' feel to help me better grasp the basics of the game before getting too adventurous playing on servers without the help of my friend, but once I feel that I've got a good handle on the game and its dangers I will definitely branch out more.
Between PVP, PVE and mod-based servers, not to mention the other official DLC maps, ARK is a game with a LOT to do. If I ever actually manage to conquer The Island, there's still a ton of content left waiting for me, giving the game a long life with lots of replay value. The only thing is that I tend to get burned out on games that have SO much to do and little in the way of like, actual endgame goals, so I'm sure I'll hit that at some point - but for now, I'm just having a blast enjoying the ride.
—————————————— Fire Emblem Heroes (Mobile) FINAL VERDICT: S'Alright —————————————— I don't normally include mobile games on these...well, probably in no small part because I don't normally PLAY mobile games. But, being a fan of the main Fire Emblem games, I decided to check out Heroes back when it first launched earlier this year. And it kept my interest for several months, which is impressive considering, again, I'm not really that into mobile games. I was impressed by how much it captured the same basic feeling of a Fire Emblem game despite being distilled down into a simplistic bite-sized mobile system - incredibly easy to just pop on and kill some time, but also enough to provide a challenge for those who want it. The 'story' was never really anything more than an excuse plot, but it's not as though I would have expected much more for a game like this in the first place so I don't really dock any points for that. All in all it's very good at being what it set out to be - a simple implementation of Fire Emblem as a mobile gatcha game.
Before long, however, it got very stale. For quite a while, new characters were introduced few and far between. It felt like 90% of the roster either came from Awakening or Fates (at the time the most recent games in the franchise), with almost everyone else from the Marth games. Games like Path of Radiance and Sacred Stones had next to no representation. As someone who has yet to play Fates, having that HUGE pool of characters from both games making up most of the heroes felt alienating from the start. Naturally, in a game like this, you most look forward to getting your favorite units...so for me, that part of the appeal was already lost, since most of my favorites weren't even IN the game. By the time they started adding in more variety my interest in the game was already waning, because it just felt like there wasn't much to DO. Once you've cleared all the story maps, it's basically just grinding your units up in the training tower, doing the arena 3 times a day (unless you build up a small fortune of dueling swords over time from the daily login rewards, which I did), and waiting around for a decent challenge map Tempest trials didn't even exist at that point. Of course, there was always quests, which for a long time I did try to complete as many as possible of before the month was up - the problem is how incredibly unfair so, SO many of the quests are. Almost every one with a worthwhile reward requires all 4 units to survive, which is fine...good rewards should be earned through challenge. But when you add to that '...and you have to use all red units' or 'a team of fliers' or something extremely specific like that, and the map is specifically designed to pit you against a bunch of blue units or archers...asking all four units to survive ON TOP OF THAT is just outrageously unfair. There's a big difference between the sort of strategic challenge of a regular Fire Emblem game and the kind of 'fake difficulty' imposed by these quests, and it got to where they just plain weren't fun anymore.
Without wanting to do quests, things got boring quickly. Sure, they introduced skill inheritence, adding a new layer of customization...but not only does that sort of micro-managing not appeal to me personally, but having to go up against ridiculously overpowered units in the arena and losing constantly made THAT not fun anymore either. No longer was it just about what units you got lucky enough to pull in a summon and took the time to raise to 5 star max level, but ALSO about what units you were lucky enough to pull and feed to your 5 star max level units to create the most broken and unbeatable character builds. That was around the point where I stopped logging in every day, only playing sporadically...and then, eventually, almost never at all.
I know by now they've introduced even more changes. Suddenly there's been a huge surge of new characters from the new and upcoming games, and then I log in and see that winning in the arena now nets you coins and other items that I have no idea what they're used for, or how I see some kind of element marker next to my name that I also don't understand. There's new story mode quests now, it seems, but for me it's all just too little too late. The initial months of the game were very stagnant compared to now, and it wasn't enough to keep my interest. By now, my lofty arena rank has fallen due to inactivity, and my once massive stockpile of orbs has dropped down to less than 10 because the most I might do is hop on and run one of the new summoning events in hopes of getting a character I actually care about, but end up walking away with 5 3-star Ests yet again.
I'm a Fire Emblem fan, but not a mobile gatcha game fan. It's hard to really say whether I'm FEH's target audience or not. All I know is that I had some fun for a while, but that time's now passed.
—————————————— Dragonball Z: Dokkan Battle (Mobile) FINAL VERDICT: Bretty Gud —————————————— After the above review, it may be surprising that I ended up giving another mechanically similar mobile gatcha game a try. It's no secret to most who know me personally that I have a very love/hate relationship with Dragonball. It was my adolescent obsession and the reason I even got into this crazy anime world in the first place, and will always hold a special place in my heart...but I also despise literally everything the franchise has become, and Super just plain does not exist in my world. So why would I play a game that basically exists to promote the Dragonball of today, full of Super characters and weird SSJ3 fusions and all kinds of other stuff that I hate? Peer pressure, mostly.
That aside, I've only been playing for a few weeks now (I think my consecutive logins are in the 20s, and I've logged in every day since I began), but I'm enjoying it so far. There are a lot of systems that are naturally very similar to FEH given they're both the same genre of mobile game, but in most cases I feel that Dokkan implements them better. For instance, duplicate units. In FEH, all those 3-star Ests are useless. 3-stars are almost never worthwhile for skill inheritence, and the effort it would take to rank them up is simply not worth it when you could invest your feathers in 4-star characters. In Dokkan, however, I can use those duplicates to increase the special attack of the original, or to unlock paths in their hidden potential. Plus, ranking up weak units is a lot easier. A 3-star Est may not be worth investing the time into raising, but an R or SR Dokkan unit can be trained with very easy-to-acquire training items and awakened to a higher level - and oftentimes awakened even further if they're given a Dokkan mode. In the event that you pull characters that truly are useless, you can at least cash them in for some trade points that can be used to buy rare items or characters in Baba's Shop, or just sell them for Zeni, which will get you more use than the small pittance of feathers you'd get for releasing duplicates in FEH.
Of course, aside from sharing those gatcha game staples, they're two totally different games and it's probably not entirely fair to compare them...but since I have played both and have no experience with other gatcha games, naturally I'm going to compare my experiences. Gameplay-wise, Dokkan seems at first like a pretty simple 'tap to match the colored line' game, which is a far cry from even the simplified Fire Emblem strategy battles in FEH. The complexity of Dokkan comes less from the orb tapping itself and more from the other aspects of team building. Using units with good skills, and who share links to power each other up, is often just as important as getting your purple character to get a long chain of purple orbs. Gathering medals from maps and using them to train and awaken your characters, and unlocking their hidden potential, are all more important in the long run than tapping the pretty colored lights. Basically, the actual 'battle' of Dokkan Battle is the least important part...though they can still require some strategy in the more difficult missions (where just having your purple unit grab a lot of green orbs isn't going to be 'good enough'), and you can still feel satisfied if you manage to pull off a really long chain and activate a super attack at just the right moment.
As I said, it hasn't been long. I may very well get bored of Dokkan in a few months just like FEH before it. But for now, I'm having fun, and I think a lot of the gameplay is more fair and balanced than the often-frustrating FEH. I will probably continue playing at least a little bit each day for some time yet.
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Biscuit Reviews: Persona 5 (Minor Spoilers)
WARNING: This review will contain minor spoilers regarding Persona 5’s final dungeon. I will not be discussing the story reasons of the final dungeon, only how the game treats elements that lead up to the final dungeon. I will place another warning label within the review when I get ready to discuss this portion of the game.
Persona 5 (P5) is the fifth entry of the Persona series and it also the game that celebrates the series 20th anniversary. The game is available for both PS3 and PS4. I played this game on the PS3. As for differences between the two versions, I do not know, my guess would be technical performance and better resolution, but again I’m not sure.
Once again, you start the game as a self-named silent-ish protagonist. You read that right, silent-ish. What I mean by this is that although your character does not have major speaking roles and you mostly pick responses, there are moments that this character does speak in anime cut scenes and even in other moments in the game. They are not grunts and yells either, these are actual bits of dialogue which give your character a little bit of personality. Normally, silent characters are a projection of the player. This approach allows you to not only project yourself, but to also tailor that projection to the character itself, making it a nice fusion between the player and character.
Another moment that I found interesting about your character is that he has a back story and this back story has ties to the overall plot of the game. This forms an even stronger connection between you and the character. It’s this bond that brings you to care more despite the fact that the character you control is silent for the majority of the journey. It’s this formed connection that P5 has allowed you to have with your character that I believe has set a new standard for the silent protagonist in future games and for other developers to take note in creating that connection between player and character.
The story of P5 actually begins with your main character’s back story. One night, going home, your character hears a woman screaming. He investigates it to find a man trying to assault her. He attempts to stop the man only to find out that he’s a powerful politician that turns the situation around to where you assaulted him. This false charge brands you as a criminal and you are sentenced with live with your parole officer for one year.
Later, you have a mysterious app that downloads on your phone that allows you to travel to a place called the Metaverse, a place where cognitive distortions are manifested. It is here you discover the power of Persona and you and your party members take up the mantle of the Phantom Thieves of Hearts, which I’ll discuss a little more in detail shortly.
Almost immediately, you’ll notice the first overall change to the narrative of P5, compared to other Persona games. In P3 and P4, you were the new student that people wanted to know and were curious about. In P5, you’re the student that everyone shuns and wants nothing to do with. It’s a nice breath of fresh air to have NPCs of the game react to your character in a completely different way than how past entries of series normally introduce your character.
As a Phantom Thief, you’ll be attempting to steal the hearts of corrupted adults in positions of power to change their ways and admit the crimes which they have committed. To do this, you will enter their Palace, which are the games dungeons, through the Metaverse. These Palaces are all uniquely built with different paths, traps, and ambush points. These Palaces feel more personal to the target whose heart you’re trying to steal, rather than just 4 to 5 different floor variants with different aesthetics, like in Persona 3 and 4.
As you navigate the Palaces, you’ll have to go through them with minimal sightings by the enemy. You’ll have to ambush your enemies and even hide behind walls and other obstacles. I was initially worried as this game is mainly an RPG and that the stealth elements would be non-existent. In actuality, these Palaces were built with stealth in mind. The game even encourages the use of stealth to gain a first strike advantage in fights. If you have been spotted too many times, you will be kicked out of the Palace for the day and will have to wait until the next day to continue your infiltration. However, there are some technical mishaps with the cover system. There will be times that instead of moving to the next hiding point, your character will simply move to another angle of the hiding point you are currently at, this is can be frustrating at times, but is easy to readjust.
Combat works the same as the previous Persona games with some slight differences. Rather than picking Persona’s that come to you at the end of battle, the Shadows you fight are the Personas you will be gaining during battle. The way to gain them is reminiscent of other games in the Shin Megami Tensei series. You have to find their weakness or land a critical hit to knock them down. Once they are knocked down, you will attempt to negotiate with the Shadow to have them join you. This helps create more of a connection to the Personas you gain as you had to convince them to join you rather than obtain them at the end of a battle.
Social Links also make a return under a new label, Confidants. Increasing a Confidants rank will give you bonuses and new skills you can use to accomplish tasks and even give you additional skills and advantages in battle. In Persona 4, this was exclusive to only your party members. P5 has expanded that even more to where every Confidant in the game gives you some sort of unique skill in the game. This gives you a motivation to increase Confidant levels other than having a higher level to create a stronger Persona.
P5 also has an online feature known as the Thieves Guild. It’s minimalistic, but helpful for the purpose it serves. The Thieves Guild can help you with school questions, plan on how to spend your day by seeing how other players chose to spend theirs, and saving a downed party member if they are taken hostage during battle. It’s a nice change of pace from having half put together co-op missions or versus matches, showing that online functions can serve other purposes.
Now, I’m getting ready to discuss the spoiler section of the game. The reason I am discussing this aspect is because of how it can affect your overall experience with the game and I feel is worth mentioning in the review.
While you are not in a Palace and waiting for the next mission, there are side quests for you to complete. All of these side quests take place in a dungeon known as Mementos. Mementos is a randomly generated floor dungeon that grows bigger with each Palace you complete. The game treats Mementos as a side dungeon you don’t have to complete, but might find something really cool or fight a really powerful enemy when you reach the bottom.
This is where my major complaint for P5 sets in. The final floor of Mementos is the Final Palace of the game’s main story. This means that if you do not venture through Mementos as you are progressing through the story, you will have to navigate a 60 floor plus dungeon before you get to the Final Palace.
This can be extremely demoralizing for the final moments of the game if you have not been keeping up with Mementos. Luckily, in my playthrough, I kept up with Mementos and did not have to face this issue. It’s the possibility that this can happen is what really hurts the game.
Despite this major issue, P5 is an excellent game that might show other Japanese developers that there is still a market for turn-based RPGs with this title being a serious contender for Game of the Year.
Persona 5 gets 9/10.
#Persona 5#P5#Shin Megami Tensei#SMT#SMT Persona#Biscuit Reviews#Video game reviews#game review#Biscuit Game Reviews#not my image#image is startup screen from the PlayStation home menu
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Since everyone else has been bombarding you with questions about what you dislike about Persona 5 in comparison to Persona 4 and past games, now, is there anything you LOVE about Persona 5? You claimed that you like Persona 5 in one of your responses on your asks, but it seems to me that isn't really the case.
FINALLY.
By god, yes! Yes, I DO love Persona 5! It’s a brilliant game, the best in the series objectively seen, even! I could never dislike it!
Let me explain!
The hands down best Dungeon Design in the series, not even a contest. This has previously been my biggest complaint with the series, and I am SO GLAD they addressed it finally! Dungeons were always supposed to have some psychological symbolism behind them, but due to them all looking like they’d been created of a tileset of 5 individual pieces, this never really came out before. Up to Persona4, all story dungeons were bland, boring, and a slog to get through. Now, I said that back when I played Persona Q, but I also praised the dungeon in that game and said that I hoped this game has been used as a training exercise for Persona 5 and BOOOY HAVE I EVER BEEN RIGHT! Persona 5′s dungeons are beautiful, interesting, a joy to play. Every item placed is there for a reason, the dungeons are like characters in their own right, sparking with personality and truly seeming like an extension of the Shadows who rule over them. The puzzles are fitting and smart, they are paced perfectly, and story bits are handed out naturally during them, rather than just in randomly appearing textboxes. These dungeons really DO live up to the series’ psychological themes, and I ADORE IT.
The battle system is streamlined to its logical excellence. Oh gosh, is the battle system beautiful! It’s fast paced, versatile, perfectly mapped to the controller in a way that seems natural and all its most annoying aspects have finally been dealt with; Swapping between Personas is a lot less frustrating now and the “Baton Touch” Mechanic not only fits the game’s style, but actually makes One Mores a JOY like never before. I actually went briefly back to P4 and played some of Yukiko’s dungeon during my playthrough of P5. You have NO idea how tedious P4′s battle system felt in direct comparison! The inability to baton touch over to Yosuke after downing a Hablerie made me feel awful.
Best. Social Links. EVER. I am not kidding. This is the first time the Social Links (Confidants, whatever) did NOT make me feel bored or like I am wasting my time at ANY POINT during them! There were no characters I didn’t wanna link with after trying Rank 1, I loved all of them! Everyone was so powerful and full of personality, and I wanted to be with all of them constantly. Nothing like the Tower SL in P3, which just depressed me or the Temperance SL in P4, which made me want to smack Eri Minami in the face. I was actually looking forward to the longer stretches of nothing but Linking between story parts and I am genuinely upset for every single link I didn’t complete! Not to mention that the Confidant Abilities make it all even more worthwhile! Fusion bonuses were always a neat thing at best, but stuff like cheaper weapons and baton touch and more time to read REALLY make the whole system fit so much better into the game proper! Plus, the ability to see all your SL possibilities for the day right on the map. It is marvelous.
The organization of the main cast. This is an advantage especially towards P4. In P4, the entire IT felt incredibly incompetent at what they were doing, to the point it was laughable. Even Naoto’s competence was questionable at best. Compare Naoto’s actions before she joins to Makoto’s actions before she joins and tell me, in all seriousness, and Makoto is not the more competent investigator. The Phantom Thieves always feel like they have at least a semblance of a plan, with the except of Ryuji, they think their actions through, they scheme, they gamble, they aim for flawless victory. Compare that to the IT, who usually seemed to be LUCKY if they ended up achieving anything. Any and all attempts to plan ahead on their part were doomed from the start, which is nowhere as evident as in--- Actually, strike that, it’s evident EVERYWHERE, from how they dealt with Kanji, to randomly attacking a fanboy to “safe” Rise, to just believing the bullshit about Mitsuo being the culprit, right down to Naoto pretty much throwing herself into a TV, risking to get herself killed, just because her ego had been bruised. The PT feel a LOT more competent and it is VERY refreshing.
The scope of the game. There’s always something to do. The game world NEVER feels “empty” or “dead”, as it often would on rainy days in P4 or on random days in P3. The possibilities for what you can do or how to raise your stats are endless, and it actually *does* feel like you have a choice in how to spend your time, rather than there being one single true “walkthrough path” that will get you everything in one go. Despite how the individual areas are cut off, it really does feel like you’re exploring Tokyo, and that’s just a great feeling, especially if you’ve been there before.
The general aesthetic of the game. It’s breathtakingly detailed and awesome. Every inch of the scream exudes the love the designers put into it. A far cry from the dead-eyed models and lazy animations in the PS2-era games and uselessly clunky menus in the PS1-era games. This game has a personality and a flair from the moment you boot it up, and that’s definitely worth for something.
Forshadowing. This game is GREAT at setting up all the pieces in the plot so that they’ll fall into pieces perfectly and it will make flawless sense, but without making the workings of some things too obvious. There were a couple “AHA!” moments when it really felt like I had a lightbulb lighting up in my head. In P4, it still often felt like stuff was pulled out of nowhere. That’s no longer the case and I love it.
The overall themes of the game. Without saying anything specific and giving away spoilers, the social critique in this game is probably the strongest and most biting to come out of the series in a while, and it actually makes you feel guilty and reflect on your life as you play, which I find really powerful. By the time you’re fighting the final boss, you’re actually wondering if you, as the player (NOT the protagonist) aren’t just as bad as the NPCs in this game, which is something none of the other Persona Games ever managed to make me feel. It was pretty great.
So? What can I say? I LOVE this game. No amount of gripes I have with it is ever gonna change that!
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so, persona 5
regardless of story/character stuff, the design is fantastic--i’m no game reviewer and i’m more of a hopeless casual in general, but i can tell when gameplay is flowing smoothly, and the hide-hide-ambush tactic is always intensely satisfying. the climbing and jumping may be too contextual for some people, but hell, i liked it. it added a lot more interaction with the environment than persona games usually have. and like i said, it’s intensely satisfying when it goes well.
the visuals are great, the music is great--there’s one dungeon where i was kind of frustrated but my frustration was amplified by the music being so ridiculously my jam that i couldn’t be that mad for being stuck in it--and the level design is much more varied than P4 and P3′s randomly-generated rooms and hallways. like i said, there’s a sense of environment.
i like that the confidants actually give you bonuses besides fusion, even if “confidant” is kind of awkward to say instead of “social link”. it’s not hard to max them, either; by the end i was only missing yusuke (9), haru (4), yoshida (8), and sojiro (whatever rank it is where you have to go to mementos to move on). demon negotiation is much easier than it is in P1 and P2, for which i am profoundly thankful. the return of everyone also having guns for some reason is just as inexplicable as it used to be but the visual of everyone aiming them at the demons in a HOLD UP! is cool enough that i don’t really care.
i liked most of the characters, and the ones i didn’t really like (besides the villains) i didn’t hate. the overall plot was, well, about what you’d expect from a persona game, barring the first villain being surprisingly dark and a plot twist making me genuinely unsettled. all in all, i had a great time.
this is the point at which most game reviewers give it an A+ and move on.
i’m not a game reviewer, but i am a queer woman who always makes use of the fast-forward function whenever i replay P3 or P4 and get to the hot springs and beach sections. actually P3 doesn’t have a fast-forward function i think? but blessedly, P4 and P5 do. i will very much use it on my next playthrough, because atlus doesn’t seem to have gotten any better at beaches. at least there’s no hot spring this time. there is the rampant sexualization and agency-removal from a 16-year-old girl, though, which is not really better? and poor ryuji, who started out so well, kinda devolves into the usual perverted teenage boy type that is so horribly prevalent in anime and video games. also you can date your teacher. but not any dudes, because that would be wrong. it’s totally okay to show a pair of nails-on-chalkboard gay dudes for comic relief, though! that’s a hilarious joke that everyone loves, right?
when it comes to female and queer characters, P5 is a step down from its predecessors, and it’s not like those were fantastic to begin with. it’s just. it’s a problem, guys.
but barring ann’s chest window catsuit, it’s an ignorable problem, and the rest of the game is great enough that i, personally, managed to grit my teeth and focus elsewhere. as i said above, all in all, i had a great time.
basically, if you like persona games, you’ll almost definitely like this one. i don’t want to say the gameplay is objectively better than P3 and P4, but, well, it does stuff they don’t and it does it really well. if you’ve never played a persona game before but you generally like anime and video games, you’ll probably like it too. if you like persona games you are probably used to ignoring problems anyway. if you are not, parts of this game might drive you crazy.
but there’s a reason i played 104.5 hours in 15 days, and it’s not just because i have nothing better to do.
also, you can take your cat to the movies.
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THOUGHTS: Persona 5 - Part One: Spoiler Free Thoughts
First some background. I missed the Persona 3 train, and even the Persona 4 train by quite a few years. As a mostly Nintendo kid, I got a PS2 very late in the generation and mostly considered it a Final Fantasy and Kingdom Hearts machine. I hadn’t even heard of Persona, let alone made an active decision on whether or not to play it.
My first experience with the series was at a friend’s place with Persona 4 Arena, where it seemed to be the fighter a lot of people were excited about that month. I thought it looked stylish and I inherently liked Akihiko and Naoto’s designs, so I got some games in. While I wasn’t pulled into the series from this, it at least reminded me that it existed. It wasn’t too much further in the future that I got a PS3 and thus the ability to download Persona 3 FES for very cheap. Once I played that, however, I got drawn in to the modern Persona series.
A few years I’ve beaten 3, 4, Q, and both Arena titles. I’ve also tried my hand at Persona 2, but it’s been a bit hard for me to get into something that feels quite dated. Plus my main draw into the series, Social Links, are not existent yet. Yes, I am that kind of Persona fan. I know you fans of the older series can and will mock me for it, as as someone in a similar position to you in another beloved series I won’t argue.
What this meant overall was that I didn’t get to play this game when it was fresh for everyone; I was playing catch-up. When Persona 5 was announced, I was excited to be able to experience this series for the first time along many others and without spinoffs to spoil things for me. It was a long wait since that announcement, but the final game did not disappoint.
First, the story. It does a wonderful job of finding a middle ground tone between Persona 3′s dark themes, and Persona 4′s more pop-flavoured style. It has a monster-of-the-week setup which plays well into helping build the characters and world, but feels more structured than Persona 4′s “fight people who then join as party members” structure. There is a unique narrative element for the series you run into early on that I found a little annoying, but I won’t get into details here. See my second post about that. One thing I love is that the Velvet Room fits better into the game than in previous titles.
A large part of the gameplay feels like a compromise between Persona 3 and 4. The gameplay elements are closer to Persona 4 and build on them in a number of unique ways. I will leave most of these for you to find out, but one important thing to realize is that there are not only more elemental types than previous games, but also an interesting system where following up certain elements (or status effects) with certain other elements can create special effects. Is it as good as Tokyo Mirage Sessions? Sadly not; that game still easily has the best battle system in the series. But it’s the next best thing.
You get a lot more character interaction in the style of Persona 4, but it doesn’t feel overly slice-of-life. You will definitely have those moments significantly more than P3, and there are those aimless moments between monster-of-the-week segments, but it somehow still feels like they’re wasting less time than the Investigation Team. Though unfortunately the characters do not interaction with each other as much as that group did, which I miss.
The dungeons are, get this, real dungeons! Yes, you have a Tarturus equivalent (although even that is quite an improvement over Tarturus). But when you go into a main story dungeon, you don’t feel like you’re just wandering down random hallways. They take place in actual sets, and you always have to do something besides battle and open doors. These are usually puzzle based, and admittedly vary wildly in quality, but they are significantly more interesting than P3 and P4′s takes. Dungeons are much more stealth-based than one would expect a JRPG to be, and there is one major problem in that the “ambush” button is the same as the “get out of cover” button, and the prompts to ambush are often finicky. You will likely try to hit the button to ambush an enemy only to just pop out of cover and get ambushed at least once or twice. Luckily neither of these situations ever led to a Hama or Mudo being thrown at my MC, so I was okay.
The game has probably the best bosses in the series, but I will leave it to you to find out why during your own playthrough.
One element of the game I would normally never talk about (but which is amazing in P5) is the UI. Even things like menus and the post-battle scene are so stylish it’s almost absurd. Since you’re playing as Phantom Thieves, it makes sense they would want to ooze style into every aspect of the game. This is probably my favourite UI in any video game I’ve played.
Your Social Links (now called Confidants) are much more fun for one simple reason; every Confidant gives you some sort of ability. Not just party members, but even other Confidants will give you access to something you may not have had before. These range so wildly in type and usefulness that I won’t even begin to explain them here. What this does is push you to do the Confidants you may have otherwise ignored (if you didn’t find them interesting) in order to get new abilities. This is a double-edged sword; on the one hand, this exposes you to more Confidants which may evolve into ones that can hold your interest. On the other hand, they may never turn into a Confidant that appeals to you, but you will want to complete them anyways for the abilities. And with the limited time structure of Persona, you likely won’t max out all Confidants on your first run (unless you use a guide, which you really shouldn’t on a first playthrough). I can’t say there are any Confidants that are bad. Some are a bit boring, but perhaps that was simply due to where I stopped them. One particular one I initially found boring became very interesting around halfway though the relationship, for example.
Like both P3 and P4, the quality of these Confidants varies wildly. I can’t say the best or worst Social Links in the series are in P5. If anything, I think it has the most consistently above-average links. One new element to watch out for is that many Confidants will require a high stat to progress to a certain later level of the link. Previous games may have needed you to, for example, max Charm before starting Yukari’s Social Link. But if this was P5, you would need to have Level 4 knowledge to get from Social Link 7 to 8 with her. This keeps you on your toes in building all your stats, which again is a good idea since you could previously easily ignore them and only miss out on one or two Social Links. I also appreciate them given you consequences for dating multiple people, unlike P4. Though they are not as dangerous as the consequences in P3. Having the option to max a romantic Confidant without going down a romance path is also great; this otherwise bothered me a lot in P3 in that I couldn’t just be friends with some of the girls as the male MC.
You also have a huge amount of options to build your stats. One thing you unfortunately don’t have, which really bothers me, is the ability to join a club. I can understand the reasons in the narrative, but it really diminishes the experience of what is very much a Japanese-high-school-simulator.
The music is, as always, top notch. It has possibly my favourite regular battle theme in the series, having topped Persona 3 Portable’s “Wiping It All Out”. The style of music (like P3′s rap-rock and P4′s pop) is closer to jazz, which is very unusual to hear in a JRPG.
I think that’s all I can say for now without getting into spoilers. If it wasn’t obvious, I highly recommend Persona 5. It is quite possibly my favourite Persona game, and definitely one of the best JRPGs I’ve played. Ever.
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U R entitled to your own opinion. but still what could've been so messed up for you to hate it? I remember you fangirling about Anne back when only the Japanese version was released back in 2016.
Summary (and incomplete list) of my problems.
Yeah as I played the Japanese ver the first time I was focusing on the positives.....after I finished I...it felt off......tbh it felt off while playing it but I didn’t notice/refused to listen to it cause I was waiting to see things unfold. And while I understood what was going on, there was some crucial information (at least crucial for me to process it correctly) I knew I was missing cause of the language barrier.
After a 2nd time through I saw it..... I saw how all the antagonists were.....not well written besides Kamoshida and Sae (and even Sae could’ve used some tweaks to her motive, tho not as much tweaks as the rest of the game I think needs). I saw how there was a lot of similarities between P4....and not the good time......it felt pretty copy paste....and tbh if it was going to copy and paste one of the past game’s formula.....it should’ve been P3′s.....But hey...that would’ve mean that Atlus would’ve had to write more overarching arcs in P5 like they did with P3, and we can’t have that kind of effort...... The lack of overarching arcs really hurts Anne, Ryu, and Yusuke (who, even in my first playthrough, I felt he literally dropped off the face of the earth after I finished the dungeon, not his arc where we see Madarame’s confession, I literally forgot Yusuke was there right after I finished the dungeon with like a month to go before the confession). Haru and Goro get screwed in their own way. I felt like the game relied too much on Makoto and Futaba to do stuff (it felt like they were doing everything, barring the MC of course). It didn’t feel much like a Phantom Thief game (tho it takes a bunch of the story cliches without any of the fun). I never felt like I had freedom.....which is a problem when the game’s theme is freedom. Not with the MC’s dialogue, he has like one personality to choose from (which for the most part feels like it’s mostly “jerk, sassy-jerk, funny-jerk” like it’s worse than the PQ options). The endings suck in terms of freedom of choice, it’s like 5 steps backwards from P4 which is wrong since they should’ve at least taken a step forward from P4 considering P5 is next gen and P4 was made on a shoe-string budget. The dungeons...oh my gawd..... Give me P3/4′s any day. Yes I like the randomly generated one’s cause it gave me more choice than P5′s. P5′s were good the first time through, but they are such a slog after that. It’s not that P5′s are big, but it’s that they aren’t bigger! Give me an option on how I want to approach the treasure! Give me a short route, a fast route, an easy route, a hard route, a long route, a medium route, and make it so I can back track and go through all the routes if I want. Give me incentive to take the longer/harder route (better weapons, loot, items but of course it’s harder, higher risk means higher reward), give me the short/fast route so when I’m replaying for the 53rd time I can just skate through that without having to spend an hour going through a dungeon I’m destroying (it says something when the dungeon is so long that it’ll take someone an hour to run through the dungeon on NG+ on safety, while it takes maybe 10-30 min to speed through P3/4 on NG+ regardless of difficulty. Like...god....thinking about playing P5 NG+ on the hardest difficulty must take them like 2 hours a dungeon or more @.@). But yeah I never felt free in the game, the characters never felt free in the dungeon setting (AND THAT’S WHAT ATLUS WOULD SAY IN THEIR INTERVIEWS! The characters are suppose to feel more free in the Metaverse! WHY IS IT THEY DON’T FEEL LIKE THAT WHEN I PLAY?????)
Actually bouncing off that, I hate the characterization inconsistencies. Anne and Ryu get the worst of it, but this also applies to comments on Anne/Mako’s thief outfits too. I love Anne I do, but Atlus screw her and everyone over so bad. She’s suppose to speak out against sexualization but then gets sexualized in her own game. And not even in a “I’m being confident and am being sexy cause I want to” fanservice it’s always “someone is looking at me and I’m uncomfortable and don’t want to be looked at” fanservice...... And the former seems to be what they might’ve wanted to do, the artbook stating her short skirt as a reason.....but then the rest of the game is just her hating her outfit and it’s like “WHAT?!” And it doesn’t help the Devs were like “oh yeah we thought that’d be cute.” NO! NO IT’S NOT ATLUS! I’d give you a pass with her wearing it the first few times and then getting used to it and owning it (cause that’d be growth), but no.....not for 98% of the game...... And then Ryuji, he’s all “protect women’s honor” when it comes to Anne being creeped on by random guys, but as soon as he gets the chance to be a creep he takes it. And it really just messes with his values, or how we see his values in that regard....all cause Atlus wants a cheap laugh. Same goes for the MC, the whole reason he was in that mess was cause he was protecting a woman, and he also creeps on Anne a little (tho not as enthusiastically as Ryu, and you could actually be dating her by those times so you could say that Anne’s actually fine with him doing it). And then Makoto.....her’s is minor but it also deals with her outfit, tho iirc it’s only really during the Mementos convos (and Anne’s does too, but it also happens outside in that and her arc’s theme in dungeon one is also a big factor in why it’s bad), but it’s still there. Anne and Makoto’s views on their own outfits muddles how the game address why they are dressed that way. We get “it’s your will of rebellion” but we have a variety of reactions. Ryuji’s was what I expected everyone to be like aka “mine’s pretty cool, but your’s is strange” kinda thing....cause they seem like it’s tailored for them......And yeah you can say “oh the big bad had some influence in it” but.......that’s just.....weird and it really muddies something that could be easy to grasp.....I mean the outfits kinda do a good job at reflecting their Personas! And, at least with Hashino, everyone seems to like their Personas.....WHICH MAKES SENSE! SO WHY NOT MAKE THE COSTUMES MAKE SENSE EVEN THO THEY ARE ALIGNED TO MAKE SENSE AND lkfelnfsd;aknfal;f AHHHHHHHHHh!!!!
Sorry that’s all I can go into for now. You don’t have to agree with it of course but......it’s just......a lot of things....piled on......and....why....why is it like this..... @.@ ;w;
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