#and were on the clock tower and one of the npcs were mentioned by name and the ghosts from night of the werehog had a cameo
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every time recently released sonic media references sonic unleashed in any way im like the image of spongebob pointing at the tv im like NOOOOOOOOOOO way no fucking way
#i keep reading that page from the sonic cookbook that was sent to me earlier . sooo cute so sweet . peace and love on planet earth#also thinking about that recent idw sonic issue where sonic and blaze went on a trip to spagonia#and were on the clock tower and one of the npcs were mentioned by name and the ghosts from night of the werehog had a cameo#between the unleashed stuff and the sonic and blaze interactions that issue was made for me specifically#also there were a Lot of unleashed references in tmosth if i remember correctly. and 1 or 2 in frontiers#i think every sonic fan should have that one game theyre really really obsessed with#that makes them go spongebob_pointing_at_tv.png every time they see a reference to it in recent sonic media actually
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Dead Cells and the weight of small lives pt.1 (about Prisoner)
NGL this is at least partially me saltposting about “I don’t really understand how people read the Prisoner’s dialogue and look at his thoughts and see someone who’s a total unrepentant asshole or the same person as the King” but it’s also commentating on an interesting pattern I observe in the game and its worldbuilding.
The setting of Dead Cells is, no two ways about it, a very unpleasant world. It is awash in death. The apocalyptic zombie plague of the Malaise is just the final nail in its coffin, leaving a handful of uninfected survivors on top of the literal heaps of corpses of the kingdom’s inquisition. A fountain of blood flows in the highest castle in the land. It’s grim. It’s horrible. We can hear someone get murdered through an unbreakable door.
The interesting thing is... what the game tells you to do with it, through the perspective of the main character.
For clarity: Prisoner is not here to save anyone. He is not a hero on a quest. He is- well- a prisoner. On discovering he has a kind of immortality, he begins using it to make his way through the island, learning painful lesson after painful lesson, returning, returning, and returning again trying to achieve some kind of change on this degrading looping time. But the fact that you’re not specifically out to save people is that... well... basically nobody’s in a position to be saved. As mentioned, there’s not a lot of survivors, and most of the ones there don’t need you- they’re doing on their own, and if that happens to not be enough, it tends to be enough very suddenly, where you can’t reach them or weren’t there at the time and are left a little shaken, because they were fine the last time you checked.
Also, half of said survivors are trying really hard to kill Prisoner.
Thus, if you’re used to games where objective 1 is to Save Everyone, Rid The Land Of Evil, Prisoner might seem shockingly callous, I suppose. The thing is, I consider myself the emotional equivalent of a glass frog- I’m very thin-skinned with bleak hopeless narratives.
And yet. There is something about Dead Cells’ universe that doesn’t seem like an attack on me. And I think that it’s what the game has to say about “small lives”. The lives that are considered unimportant in a crisis.
The Island in Dead Cells is ruled by a major hierarchy. This is obvious from jump- one of the first bits of lore text you are likely to ever get starting the game up is this one, for the Prisoners’ Quarters, the first area you start in:
In the social hierarchy of the island, there are the dogs, the rats, and just below them, the prisoners.
Prisoner is sometimes called “The Beheaded” by official detail, but he is called “Prisoner” specifically by one of the service NPCs you meet in the corridors- so one of the most consistent entities you talk to that’s not trying to kill you, who is always happy to see you with a sunny, “Well, hello, Mr. Prisoner, sir!”
He also starts the game in a prison cell, his headless state is made clear to us that it was the result of an execution rather than a war wound (there’s a chopping block and an obviously used axe in his cell with him) and his default equipment is a collar that was clearly once used to restrain him. So when the game pronounces this to you about the island’s hierarchy, Prisoner is not speaking abstractly about ‘those other poor sods’-
He’s talking about himself.
The hierarchy of the island is a specter that stalks you through almost every level of the game- through the massive prison complex which is littered with evidence and recounting of the guards toying with prisoners’ lives, of numbered corpses, a revolting sewer containing a shackled, corrupted monster that seems to have lived her entire life in this very same prison; to the astonishingly humble fishing hamlet that lies directly at the foot of the soaring grandeur of the Clock Tower and the even greater heights of High Peak Castle.
To the discrepancy between the teeming, crowded tombstones of the Graveyard, to the sprawling labyrinthine nature of the Forgotten Sepulchre- where a handful of tombs are presided over by entire walls of skulls that we’re helpfully told belonged to the heads of the delegations of high-ranking dignitaries- said delegations were butchered to attend their masters’ burials evermore.
Right away, this is thrown to us not as something we are outside of or transcend, but a slap in the face. The world tells us that our avatar in this game does not matter- that his face and voice do not matter and these things were taken from him by violence.
The thing is... Prisoner does not shut up. The game is full to bursting with his thoughts. He has so much to say that it’s jarring when we’re used to being alone with all his thoughts to meet another person and suddenly be reminded they hear nothing of what he’s saying, like a dramatic version of Garfield Minus Garfield.
Through revival, through cycles, the expectation of the gameplay is we are living the experience of Prisoner and what Prisoner’s experience is, is a one-man raging against a situation that’s telling him to shrivel up and die because he’s not important. It doesn’t want to be fair to him. It doesn’t want to be nice to him. It doesn’t care how much he’s hurting or if he doesn’t own a decent pair of shoes to his name, or if he doesn’t even have a name to speak of.
But Prisoner does not give up. He in fact does the opposite of giving up. After playing this game for a good while, I fired up some Hollow Knight and it really hit me like a truck that Prisoner spends most of the game tearing around near top speed, cartwheeling and sprinting and hauling up ledges and slamming down ledges. The pace of the game is fast, fast, fast, all intense, all in, and you’re encouraged to take risky gambles with an already precarious system like temporarily taking on one-hit-you’re-dead curses in exchange for more damage output or better loot.
The animated trailers make this even clearer. Prisoner gets his shit wrecked.
A lot.
At best, he can have some moments of feeling like an unstoppable god, but just about the time you start to get really worried for that cute little mushroom baby and their caretaker you are reassured that Prisoner’s reign of hubristic wrath comes to a hard stop thanks to inertia, and spikes.
And I will say more than many cinematic trailers, Motion Twin really did a remarkable job of matching this 1-to-1 with the actual experience of playing the game. I have even literally swaggered into a fight with the Giant much the same way Prisoner breaks out that cool spear flourish Moment Of Challenge only to immediately eat shit directly into his laser beam eyes, that I was not prepared for because he hadn’t used them last fight.
Prisoner is not valiant, triumphant, or wildly successful. His final bastion is skill and ingenuity.
This puts a really interesting spin on what I said before- that Prisoner is not here to save anybody, even himself.
Prisoner frankly does not have that kind of power.
There’s nobody in a vulnerable state you even have the option to choose to abandon. People live or die, and it’s really not up to you. There are a few deaths Prisoner takes into his own hands- the King and the Collector notably- but even those people, like... the King appears comatose by the time you reach him, and the Collector not only tries to kill you but is revived thanks to time strangeness- and another death that can happen, and is erased by the time looping- the unnamed sewer prisoner who wants you to go fetch the teleportation rune for him (ahem. he wants you to retrieve his rune, that definitely rightfully belongs to him) ostensibly to get out of jail but when you find his body, not only is he dead of a fate the rune wouldn’t have saved him from, but his objective, revealed, was that he was trying to get to a treasure chest he’d hidden earlier.
The one time it can really be said, outside of the boss fights or executing the King, that Prisoner really decides if someone lives or dies, is...
Mushroom Boi.
For the uninitiated, Mushroom Boi is a little summonable mushroom child that is equipped as a skill. Triggering the skill once will summon him. Triggering the skill while he’s already summoned will cause him to self-destruct, taking out enemies in the area and, by the game description, “violate your very soul”.
After this, you can without any consequence whatsoever summon him again, and blow this poor child up as much as you want. It does not really seem to slow him down any- but the game still, distinctly, frowns on it. You have a reward in the form of an achievement for keeping him with you without sacrifice, aforementioned crack about sacrificing him “violating your soul”, and, just, how can you be mad at this cute little guy? he has a tiny bow! He’s an extremely useful companion! Mechanically, you do not really hurt for want of the sacrifice ability if you summon him and then never touch that button again.
Given that Prisoner spends so much of the game alone with his thoughts, and the person who gives him access to Mushroom Boi, the Collector, has, to put it mildly, a long history of using and discarding people including implicitly children, there has to be some kind of implicit in-universe-source for the idea that you’d feel crushing guilt for detonating your son and boy like that, and the angle that makes the most sense is Prisoner.
So, Prisoner is someone who feels really guilty for painfully inconveniencing a summonable construct mushroom in a way that it does not seem to hold against him at all. At the same time, there’s really a shortage of ways that you can personally hurt anybody who’s not trying to kill you or being particularly exploitative (aforementioned teleportation rune sewer guy, who Prisoner goes as far as to flip off after he lunges and tries to either claw prisoner or grab the rune from him by force)
The most disrespectful Prisoner tends to be are to one of three categories of people:
Dead bodies that cannot feel or particularly care if he kicks them, that he usually kicks either specifically to loot or, as what seems to be some kind of weird bad idea where he plants his naked foot on a waterlogged corpse and then declares “ew” like what did you expect to happen actually
People who have one way or another tried to exploit him for their personal gain directly at his expense so he nearly gets murdered- or in FACT gets murdered- while they sit back and wait for him to succeed and bring them the reward.
Aforementioned people who are trying openly to kill him and even then he only flips off the Giant basically because the Giant flips him off first. This is kinder than I feel about the Giant. I like the Giant but I feel like someone with laser beam eyes that uses them like that deserves more than just one retaliatory middle finger.
And this meshes with other factors, but the post is long enough I’ll break off here.
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#RibbonQuest2019 - Part 9: It’d take a Mira-cle
Ahh, Battle Tower... the killer of progress. Being stuck here indefinitely takes its toll on you, makes you question why you ever embarked on such a fool’s errand in the first place, why you thought you ever stood a chance. How long have I been sleeping on the couches in this lobby? The attendants know me by name, and the other trainers are starting to complain that I smell.
And I’m saying all of this after a first-try Double Ability Ribbon.
Jin had to fight again, but thankfully under nowhere near as dire circumstances as last time. Whew.
The Explosion-Protect strategy worked wonders for me, and only required I adapt very rarely. Oh, before I forget to explain: Metagross uses Explosion, and your other Pokemon uses Protect. Everything dies, and you win. What an innovation! I want to thank the person who came up with that one personally.
Anyway, as I mentioned, I acquired the ribbon after only the first attempt, helped along by the fact that it’s the first of the ribbons to only require winning one battle to earn. Yes, as a mercy at this most grueling part of the adventure, the Multi, Double, and Pair Ability Ribbons only require you clear battle 50, proven by the fact I lost immediately afterwards. One more down, I suppose.
Multi Ability next was going to be the highest mountain we’d have to scale in this entire challenge, so I figured I’d get hiking it as soon as possible. What I didn’t realize was that this decision would end up locking me in the most drawn-out and torturous portion of my entire Ribbon Quest... My skills were tested to their absolute limits, and I suffered abuse after unspeakable abuse. This trial brought me closer to quitting than anything I could have imagined when I first started collecting ribbons.
Helped along in my numerous, numerous attempts would be the Stat Trainers, a group of NPCs most anyone who’s played Platinum should recognize. I came to know them rather intimately in this time, and ended up learning their unique differences as I used them all relatively interchangeably. Except Cheryl. Using Cheryl is like choosing to give up.
No one wants to see that, Cheryl.
Riley can be pretty strong. If he’s got Garchomp, Salamence, or Dragonite, you take him. Otherwise, he’s kind of a tossup. I learned the hard way that he chooses some... unconventional movesets, which may or may not utilize his “high attack” team to its full potential.
Marley is a great choice. She uses a mix of attack or special attack Pokemon, as long as they’re fast. Her team can be fragile, though, so I typically had to wait until she was bringing Flying types or Levitate Pokemon or I risked bringing her down with my Earthquake spam. And waiting for that can take a while... I think Marley likes to play favorites.
In the end, I found Mira suited my needs best, especially because I was typically leading with Beldump for hefty physical damage. I could usually rely on her special attackers to take out opposing threats, plus they have good type coverage. And while everyone is allowed at least one, Mira has five legendary Pokemon!
But wait... if Heatran is here, what’s Buck up to? Is he okay?
Eh... I’m sure he’ll be fine.
Well, diving into the thick of it, it took me longer than a month just to even reach battle 50 once. The first time I hit battle 49, I was abused by a Walrein landing two Fissures on our Pokemon. The second time I hit battle 49 I won, earning my shot at the ribbon. And in all that time I never gave Cheryl a chance, so I figured she could help me out with Beldump’s main weaknesses - Fire and Ground. Makes sense, right?
Even though I switched to Jin in the hopes of wasting everyone’s time, there was one problem - Cheryl’s Milotic wasn’t using Surf, opting instead to blast Marowak with Ice Beam. My entire plan went straight down the drain faster than I could even process.
Fuck you, Cheryl.
But I’d done it once; I knew it was only a matter of time until I’d get another shot. Persistence was the name of this game, and I was getting better at it every day. I cannot recommend partner cycling enough: once your streak is around 35+ and you don’t want to risk losing it, you can set the clock to 11:59 over and over, because the allies’ Pokemon rotate at the midnight reset.
In my attempts to climb once again to battle 50, Mira would prove invaluable more often than anyone else. I was hoping I’d get to bring her along for battle 50 itself, but opted to use Riley instead once I finally had my second chance. Why? Well, in the hopes of correcting my embarrassment with Cheryl and her Milotic from before, I was tempted into accepting his Gyarados and Slaking as my allies.
Now, before this post stretches as long as the full elapsed time I had to spend overcoming this challenge, I’m thrilled to say I finally succeeded. I seriously wish I’d recorded battle 50, because goddamn was it exciting. Jin managed to draw turn after turn of attacks away from Riley’s Pokemon through a combination of Fly and Protect, and I was on the edge of my seat the entire time.
Beldump, you are a beast. Jin, you’re still just a duck, but you’re becoming a slightly more impressive duck with every new ribbon. I am so fucking proud of both of you.
Anyway, despite how badly I want to celebrate (though I honestly am already), I’ve got one final ribbon to snatch from deep in the evil depths of this hell known as Sinnoh Battle Tower... the Pair Ability Ribbon. I know I’m going to begin by trying the same Explosion-Protect strategy from normal Doubles, but I have no idea if that’ll work quite the same. Ribbon Gang, let’s get back at it.
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Big update post #1
So! So far I’ve been in:
- Olympus
Excellent tutorial, I’m glad it was short and areas we haven’t explored before, it was a super good intro to the game and a gorgeous world
- Twilight Town
I’m sad it’s so small (we can’t go in the clock tower area or inside the mansion...) but god. It’s beautiful. It’s lively. The NPCs give me life. It’s the world i’ve completed the most (all treasure chests+almost all lucky emblems), probably because it’s so small.
- 100 Acres Woods
The mini games were so fun and Winnie and Sora always make me cry. 10/10.
- Toy Box
Super fun level design (I kept getting lost but that’s on me), I REALLY loved the getting inside the toys bit and the characters were so loveable.
- Kingdom of Corona
I LOVE RAPUNZEL??? SO MUCH??
Kingdom of Corona is definitely a world I have to revisit because it was so big and right now I’m so focused on the story that I rushed through it and missed a bunch of stuff. It’s so beautiful though (I keep saying that but the game is gorgeous), and I love the interactivity with the environment. Also I love Rapunzel.
- Monstropolis
So i kept getting lost because a lot of the factory looks the same, but I liked the maze aspect of it nonetheless. It felt a bit more linear than other worlds, like Kingdom of Corona (and upcoming worlds), that are so big and open.
- Arendelle
I was afraid it was gonna be cheesy and suck, but it was actually pretty well done (except the bit with Olaf but that’s on me, I have beef with him and his stupid snowman face). Same as Kingdom of Corona, I rushed through it and I have a lot of stuff to go back to. The snow landscape is so incredible and it holds a special place in my heart just for:
“The snowstorm can’t get us here
A”
- The Carribeans
My least favorite world so far, probably because of the realism aspect of it, and also because I majorly sucked at the boat minigames. I did like the underwater part of it (the moving around was well done as well as the underwater combat) and I do need to go back and especially explore 1. the docks 2. the open sea on my beautiful Leviathan boat. This world is my least complete so far, I’ve missed almost all the treasure chests and lucky emblems.
- San Fransokyo
It’s where I am right now! It’s one of my favorite worlds so far, even though I think the fluidity mechanism and the PRESS SQUARE mechanism are painful. The city is gorgeous, everything is detailed, I’m having a blast exploring it. I’m gonna have a hard time finding every lucky emblem and treasure chest in an environment that big (especially since I still don’t have a map of the city?) but I plan to stay there after I’m done with the world’s story to level up a bunch, so that will give me plenty of time to explore.
Overall so far the plot has been great, and it’s really nice and satisfying to see all the dots being connected to each other. Although so far we’ve have like 80% Disney worlds stories and 20% original KH plot story, since San Fransokyo was the last officially announced world, I imagine that once I’m gonna be done with it, things are gonna get pretty wild.
The Disney plots have been all good and well and they’re actually much more daring than in other KH games (deaths were actually shown on screen! Multiple ones!). My favorite plot was probably the Toy Story one (it’s even better knowing that it’s canon to the Toy Story timeline) and my least favorite one has been the Pirates of the Carribean one (I thought it was confusing but then again I didn’t enjoy the world very much).
The story so far has been 90% Sora, and the rest of the characters share the scraps of the remaining 10%. I’d say Riku and the Org are the lead when it comes to secondary characters so far. I wish we had more Kairi, and that we could see her training with Axel instead of having 2 minutes cutscenes of them talking about it. Also I wish we could explore more of the Realm of Darkness with Riku and Mickey. Getting to play as Riku was *so good*, but it only lasted for like five minutes. I need more. Give me playable Riku (and Kairi I beg of you).
A lot of the KH original characters have yet to have screentime but I guess we do have a pretty large cast. Though I’m 23 hours into the game and we’ve barely seen Aqua, and Terra hasn’t even appeared yet (except in flashbacks, the poor soul). So many things have been teased and I know the story is gonna get wild as hell soon but I’m getting a little bit impatient I guess? Idk. I just wanna see more of the original characters I love. Also, I wanna mention the fact that I’m 23 hours in and no Final Fantasy character has made an appearance yet. I’m sad about that.
In terms of pure gameplay, my favorite Keyblades so far have been 1. Frozen keyblade 2. Toy Story keyblade 3. Tangled keyblade. I still have not tried the Monster Inc keyblade, but in terms of Keyblade transformation, the Frozen keyblade is unbeatable. I mean... Ice skating. It’s all I’ve ever wanted. The attractions transformations are super good and make the interactivity of the game really next level.
I also wanna mention the sheer number of details and extra shit to do in that game. The interactions between the characters (when Sora, Donald and Goofy have little conversations while walking...), their idle animations, the gummiphone?!?!?!? I’ve yet to try to play the Classic Kingdom games, I’m probably gonna do that when I’ve actually beaten the main story. The gummi ship open world and missions and all the stuff to do there is just... Overwhelming. My gummi ship is a car right now and i plan on making it the best goddamn race car the world has ever seen. I’m still laughing when I think of that person who made their gummi ship a toilet sit... god I wish I was that fucking funny. Anyway, there’s a shitton of gummi missions and I need to spend more time working on my gummi ship but....
the story
it’s calling my name.
I do still want to complete this game 100% and Platinum it, so that’s probably gonna take me 150h, roughly. I took a quick look at the trophy list (and didn’t even get spoiled!) and yeah... there’s a lot to do.
But I’ll do it. For Jim🅱️o Cricket.
I’ll probably do another update when I’ve put another 20 hours in the game (maybe finished it by then, hopefully?).
May my heart be my guiding key
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Persona 3: How A Calendar Based Game Keeps You Eager To Keep Opening Your Planner
Video Game Review 1 Ira
1-25-2017
Dr. Hall
Theory and Crit of Games
I had just started high school when a game called Persona 3 was released. I had never heard of the series prior to buying Persona 3. I thought it was cool that the main characters as well as the setting were all high school related. I learned that Persona 3 is a role-playing game (RPG) made by Japanese video game publishing house Atlus. It is part of the Shin Megami Tensei (SMT) series. Persona 3 ties many different genres into one game: traditional RPG elements, dungeon crawler, dating sim, and puzzler to name a few.
Persona 3 is a timed game in which the player has a (in game) year to essentially save the world. The player can only choose to do so many things in one day. For instance if you hang out with your friends it means you are not socializing with your other friends or training your persona. Each action has a consequence. Sense time is a premium, one must budget their time wisely. Further, the way one spends their time can make the game easier, putting even more emphasis on choosing wisely. Oh, and don’t forget the protagonist is a high school student. So the player must contend with that as well… Yes the game tasks the player with taking midterms and finals… So upon reading this, one likely is asking themselves “why would a current high school student, one who has to deal with those same things in real life then want to come home and play a seemingly monotonous video game tasking him to emulate high school” That is precisely the strength of Persona 3.
This review will primarily focus on illustrating how Persona 3 managed to be fun and rewarding game despite appearing to be repetitive. That being said, before I can really delve into why and how Persona 3 was indeed a fun game, I must first briefly review: the controls and gameplay, graphics, sound, and its replayability.
The controls and gameplay: Persona 3’s controls were excellent. They were quite simple, the characters moved and responded exactly how you thought they would. This was important, because sometimes you had to run away from enemies to avoid being attacked in the dungeon, and it occasionally required quick footwork. The battle mechanics were also done well. Persona 3 is a turned-based RPG where you choose an input for an attack, and it gets executed. The attack and support options are clear, the revolving wheel of options make the battlefield relatively clutter free. The pause menus as well as the various shop and upgrade menus are well laid out and clear.
The player stat mechanic was a breath of fresh air. Persona 3 features battle stats (stats of main characters), social stats (that could also have combat implications) and the stats of each Persona (think stats of an individual Pokémon for reference). It was challenging (in a good way) trying to balance all of these stats, and learning how they intertwined together. On top of stats there were “social links.” Social links are the bonds formed with various non-player characters (NPCs) found throughout the game. The more one interacts with certain individuals the higher their social link level will go. These relations made time management even more paramount.
Graphics: The graphics in Persona 3 are a combination of 3D sprites and anime style cut scenes. The backgrounds are often detailed and rather enchanting. The surroundings are not in your face, but rather offer an interesting perspective for the player that takes the time to look and appreciate his or her surroundings. The game’s visuals are consistent with Japanese culture, and do a good job of immersing the player into the game.
Sound: Persona 3 boasts an impressive soundtrack that undoubtedly boosts the playing experience. Music is in fact a major theme in the game (the protagonists is almost never seen without his MP3 player and earphones). Music is almost always playing in the background (paying homage to certain films as well as a commonality in anime). Cut-scenes often have much more intense music that help set the mood. More than the music, the game’s sounds are realistic (i.e. different surfaces when walked on make different noises) and satisfying in battle. The sound like the visuals help the player get more immersed into the game.
Replayability: Persona 3 offers of a lot of replayability. Like many RPGs it offers a new game “plus” that allows the player to start the entire game over, but with all of their equipment and social links. Further some new interactions as well as levels become available in new game plus. Due to the complexity and different story options it was fun to be able to choose different options in subsequent plays.
The fun factor: The thing that fascinated me the most about Persona 3 was how it remained fun throughout the entire course of the game. It is first worth mentioning, that Persona 3 is long (relatively speaking), clocking in some people about 100 hours to complete (that’s the high end). Despite the fact the Persona 3 is dictated by a calendar, and given its school setting it’s riddled with monotony, however; Persona 3 never felt like a chore to play. When I was done playing for the day, I looked forward to playing the next day.
Persona 3 treated every moment as a learning experience, and valued the player that was attentive. Every moment felt like an opportunity to level up. In class, if you answered the teacher’s questions correctly your intelligence level went up, or if you choose to answer a question your courage could go up. When your traits get leveled up it helps you in battle or when you are working on social links with other characters. For instance, somewhat comically, certain female characters could not be approached unless your courage level was high enough. The monotony didn’t actually feel like the “same ole’ sale ole’.” I legitimately enjoyed interacting with the various characters in the game. By adding traditional RPG leveling mechanics to normal interaction it made the game at all times feel like a game. However, that realization does not diminish Persona 3’s ability to be immersive. When playing Persona 3 I would often loose track of time. The story progression kept me wanting to know what happens next.
All that being said, Persona 3 really shines once you get to the battlefield. A large tower called Tartarus tasks the player with climbing floor after floor with every few floors containing a boss. The game is so smooth, and just a joy to play. Admittedly, Persona 3 is not pushing the envelope with its interface (as stated above) but it works very well and is easy to navigate. The boss battles are satisfyingly challenging. Some floors contain traps requiring the player to pay attention to the surroundings. Your teammates are semi-antonymous which makes the game feel like you are playing with other people (sort of). The only time this game verges on frustrating is when your teammate does something idiotic. Unlike other games where relying on the NPC to choose the correct move can be a frustrating experience those instances in Persona 3 were rare. Persona 3 also added traditional loot mechanics scene in RPGs, such as finding chests, and getting rare drops from enemies. These instances were often rewarding, and inspired me to go back and find rare equipment.
The combination of the socializing with your comrades during the day and fighting along side them at night created a sense of solidarity amongst the team. Every aspect tied into each other really nicely, and that’s makes Persona 3 a really fun game.
Conclusion
While the gameplay experience of Persona 3 is not perfect, it still makes for a memorable and rewarding experience. Persona 3 is a RPG that provides a fun environment for the gamer. The character’s personalities as well as the gameplay left me wanting to play it all over again once I completed it. I would suggest Persona 3 to anyone. On paper, Persona 3 comes off as a rather depressing depiction on the monotony of life…however, in practice, Persona 3 reminds the player how refreshing each day can be.
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