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Persona 5 review (PS4)

24th April 2017 By Qazimod Leave a Comment

It was an unenviable task. Persona 5 was released in April as the follow-up to one of the most finely crafted JRPGs of recent years: Persona 4 had tight dungeon design, a simple but likeable narrative and a collection of activities that never made the game feel limited or unfocused. From the outset, the fifth game wants to show you that it has bigger plans – you unlock a vast number of locations, there are several simple minigames to play, the narrative is denser, the world is more detailed and the dungeons are more elaborate. Together with your fellow phantom thieves, you must change the hearts of corrupt individuals by exploring “palaces” that represent their innermost perceptions of themselves and the world they’re in. For the most part, it’s business as usual – you study in the mornings, explore dungeons outside of school, and when there’s no target you can hang out with friends or indulge in stat-boosting activities. However, the dungeon crawling has seen the most significant overhaul, with changes both good and bad.

Persona 5 – fighting words

Persona 5

When you have a target and a palace, you navigate from room to room as you map out the palace, take out enemies, level up, and locate the “treasure” of someone’s mind. This is at its best when you’re doing the classic Persona thing – fighting battles and opening doors to new floors. Those battles still work with the same elemental weakness system that was so satisfying in the earlier games, but Persona 5 also overhauls the “negotiations” of the first game. Knock down opponents (by using elemental attacks the opponents are weak to) and instead of performing an all-out attack (a special move that damages all foes) you can talk to them. Depending on the foe and your responses, they could get angry and resume the battle, run away, give you an item or become a Persona that you can summon for your own use. With Shuffle Time gone, this is now the only way you gain new demons – each one offering skills (elemental attacks, physical hits, buffs, nerfs, status ailments, healing etc) that can be used in battle. It’s more satisfying than it was in the earlier games because each negotiation only has a small amount of multiple-choice questioning compared to the multitude of reactions and emotions in the first game.

Also satisfying is the planning of each change of heart. Find the treasure of someone’s palace (by battling through each floor to the end) and your team heads back to base to plan a proper infiltration. This lasts one in-game day and culminates in some of the most enjoyable boss battles in the game; most of these special battles have triggers in the arena that require party members to temporarily leave the main fight, but if the setup is successful then the battles get turned around and the party’s damage output ramps up. It’s a thrilling twist on the usual Persona boss format, and it’s great to see a JRPG where boss fights almost feel like a reward.

Persona 5 – locked doors

Persona 5

However, before you can face a boss you must negotiate the palace environment, and these are more complex layouts than the dungeons of previous games. Persona 4 sometimes turned a race to the stairs into a meandering backtrack to find a miniboss who would drop a key, and Persona 5 builds on this philosophy with more cunning locked door conundrums. Sometimes you’re just finding a switch to flick or a duct to crawl through, but other locked doors involve puzzles and minigames. Not all of these are that successful – a pitch-black maze in one area became a bit wearing and one later puzzle with weird transformative fog overstayed its welcome – but others have more enjoyable sequences. The successful implementation of these puzzles, locks and minigames isn’t necessarily down to how challenging they are, but more to do with how they suit the pace of the rest of the palace. If you weren’t a fan of P4’s locks or the gimmicky warp rooms in Yukiko’s Castle and Void Quest, you might not like P5’s offerings, but fortunately the lowlights are few and far between.

One returning feature that’s more successful is the scattering of save points within dungeons – P4 wasn’t very generous with its save points, but here you find “safe rooms” every few floors where you can manage the team, save, warp to other safe rooms (or out of the dungeon) and discuss your progress with the party. To begin with these feel like convenient checkpoints that save time, but later on the complex dungeons and trickier battles make every safe room discovery a welcome relief – when you’re deep in a palace and your resources are drying up, there’s nothing more satisfying than being informed that there’s a safe room nearby, allowing you to record your progress and leave the palace safely.

If the party has no target in the main story, Mementos fills any additional need for dungeon-crawling. A vast labyrinth of simpler rooms, it brings to mind the atmosphere of Persona 3’s Tartarus, and is a great way to build experience and do more negotiations to get a new Persona or two. Whilst it’s less of a priority than other activities in the game, you might well find yourself coming back to it if you’re between palaces and your dungeon-crawling itch can’t be scratched. Mementos does have occasional fixed boss encounters, but the world’s regions are somewhat less elaborate than the storyline palaces, making them a much snappier fix of dungeon crawling.

Persona 5 – too much of everything?

Persona 5

The more I played of Persona 5, the more I felt like it wanted to be the ultimate Persona experience – it wanted to be all things for all people. Do you miss the earlier games’ negotiations? Here are some negotiations. Do you want more minigames and places to travel to? Here they are. Did you like the eerie atmosphere of Tartarus? Welcome to Mementos. It’s as if the developers felt that the only way to expand upon P4 was to literally expand the game and offer more of everything. In some cases this results in more ideas that don’t quite work – certain puzzles felt like padding, and some minigames just felt clunky – but at the same time it results in a polished game with lots to do.

Critics have said that this feels more like iteration on a template as opposed to being a true refresh of Persona, and I can’t argue with that… but if you want more Persona, this is something you can pick up and try. If I were asked whether I like this more than P4, I’d have a hard time saying yes because of those slower exploration sequences – however, failing to match P4’s winning formula doesn’t stop P5 from being an utterly charming and engrossing experience, and if you’re after a deep, polished and varied JRPG, it’s well worth your time.

Persona 5 is out now for PS3 and PS4.

Filed Under: Games, Reviews Tagged With: Atlus, games, Persona, persona 5, PS3, PS4

Persona 5 Ryuji theme plus avatar set released – free today

5th December 2016 By Qazimod Leave a Comment

Earlier this month we covered some more news for Persona 5, including details of a Ryuji theme plus avatar set that would be free for 24hrs. Well, not too long ago Deep Silver posted the Store link and sure enough you can download it today from here

Ryuji theme plus avatar set

The blurb on the Store page is as follows:

Enjoy this PS4™-exclusive Persona 5 Ryuji Sakamoto theme & avatar set! Contains a special theme featuring Ryuji and three avatars. Personalise your PS4™with the Phantom Thieves!

Avatars and Theme only compatible with PS4™

Ryuji theme plus avatar set – know your Persona

The Ryuji theme plus avatar set features Ryuji Sakamoto, one of the heroes from the game. Persona 5 is the fifth instalment of the popular Shin Megami Tensei spin-off that blends Jungian psychology, student life and dungeon crawling into one satisfying combination. The earlier games consisted of first-person corridors and random battles, but the series really took off around the world when Persona 3 was released and introduced lots of innovative new mechanics. Today, Persona games are praised for their contemporary presentation, satisfying elemental weakness system, and tiered dungeons made up of dozens of floors that create a satisfying difficulty curve that is never a cakewalk or an impossible task.

Ryuji theme plus avatar set – star of a celebrated series

Ryuji would be pleased to be starring in a game like this. Persona 3 and 4 have seen a number of interesting re-releases and spin-offs, most notably Persona 3 FES – an updated version of the original that changes certain events and adds a new side-story – and Persona 4 Golden – the Vita game that is packed with new content and novel gameplay additions such as the Voice (or Vox Populi) mechanic and the SOS button. And that’s before we even get to the dancing games, fighting games and animations that have come from these games.

All signs point towards Persona 5 being another success, but the release has been troubled with numerous delays, and people in Europe will have to wait until April next year to get their hands on the game. Still, the Ryuji theme plus avatar set is a nice bonus that fans can enjoy whilst they wait.

Filed Under: Games Tagged With: Atlus, games, Persona, persona 5, PS3, PS4

Persona 5 November preview – notes from the Atlus stream

17th November 2016 By Qazimod Leave a Comment

Earlier this week Atlus USA held a stream showcasing gameplay from Persona 5. This Persona 5 November preview was exciting for me for a number of reasons – it was English-language gameplay being presented by English-speaking hosts, and it was being broadcast at a reasonable hour. It was a Persona 5 November preview that began with slightly disappointing news: after some introductions from the Atlus US Staff, the Atlus CEO Naoto Hiraoka appeared for a recorded message, thanking people for JP sales and promising a quality release for the west, but also announcing a delay to April 4. However, it was also revealed that that the western release will have Japanese voices as DLC, and that PlayStation Experience in December will have a demo. The former point was well received by numerous fans, although personally I enjoy the English voices in the Persona games I’ve played.

Persona 5 November preview

Persona 5 November preview – content and scene-setting

More DLC news emerged from the Persona 5 November preview when the hosts mentioned that a Persona 5 PS4 theme would be coming to people in Europe later this month, and that it would be free for 24 hours. (Disposable Media isn’t holding its breath, but should the theme appear on the store we’ll prepare some news on it.) After talking about some of the merchandise that was coming out to complement the game’s release, the hosts of the Persona 5 November preview cut to live gameplay – viewers saw scenes outside, in and around the high school, and they came complete with the usual classroom pop quiz moments you get in the earlier games. Introductory story beats were shown when clips of dialogue highlighted discussion between Ryuji and the protagonist. The two characters talked about the castle that forms the main dungeon of the game, and after unsuccessfully searching for the castle on foot, they try using a phone’s navigation app to find it. However, it’s revealed that the app has an effect on the real world that makes the castle materialise in front of Ryuji and the protagonist. There, they meet Morgana and she explains how the castle came into being and how school-goers have been held captive in the castle.

Persona 5 November preview – triggers and security

Inside the castle (well, it’s referred to more as a “Palace”, which seems to be the standard name for dungeon exploration areas), the player is given pointers on what to do in the upper-right corner of the screen (“investigate this”, “go here”, “follow Morgana”) and it isn’t long before they encounter the kind of battles already seen in plenty of previous streams and videos. The Persona 5 November preview showed that activating certain triggers around the map will open up more paths in the Palace as you’d expect, and scripted moments guide the team into one of the first safe rooms, where Morgana explains the Palace’s relationship with reality and the thoughts that created the Palace. The protagonist later gets their basic weapon in the first safe room and the party assess the situation outside and overhear talk of their next location. However, this is where the security level mechanic comes in – get spotted when going in to attack and the security level is raised, beat enemies with surprise attacks and there’s less of a negative effect. If the security level is too high you’re forced to leave the dungeon.

Persona 5 November preview

Persona 5 November preview – guns and weaknesses

Another tutorial revealed in the Persona 5 November preview explains that in each battle every character in the party has a gun – you can either fire this gun until you run out of ammunition, or back out if the shots aren’t effective against an enemy. Additionally, you can switch targets in-between shots so it may be useful for quickly picking out weaknesses to gunfire. A later tutorial explains elemental weaknesses and all-out attacks (which work as you expect if you’ve played Persona – expose weaknesses and you have the option to deal bonus damage to all enemies), and after some more exploration the party discover people imprisoned in the palace and resolve to remember the faces they see and try to make their way out. However, they ultimately run into the first scripted miniboss encounter – Morgana and the protagonist fall to the enemies in this battle, but this transitions into another dialogue scene; in other words, an intended failure. Of course, this is the cue for a persona awakening (for Ryuji) and a second round against the enemies. After some more scenes, the dungeon sequence ends and the hosts of the Persona 5 November preview call for an intermission.

Persona 5 November preview – safe rooms, Third Eye and more

When they resume, we see a different area of the game where the hosts explain how the player can warp to the safe room. Here, they can talk to other characters to refresh their memory on what they should be doing, talk to one another or heal up. This segment was only shown briefly before the hosts hurried on to the Velvet Room, where players can fuse and register personas as expected, and then the hosts returned to dungeon exploration and battling. One ability they highlighted was “Third Eye” which highlights areas of interest and shows enemy strength (kind of like the glowing “strong” enemies of earlier games?), but using this ability went awry for the hosts as they got spotted and saw the security level increase. Later, they showcased the preset cover spots that allow for ambushes that give the characters an advantage in combat, and find a locked area that they open up using Third Eye to find switches.

The locked area secretes an area map, and further exploration leads to more hidden paths. In a way, Third Eye is also like an advanced version of the Persona 3 Portable ability to highlight interactive spots in the daytime (sort of.) It certainly looks like it will be crucial in finding the right triggers to solve the key/door puzzles in the dungeons – I was initially worried when I heard news that dungeons may be more complex and labyrinthine than in previous games, but hopefully Third Eye will make things a little more straightforward. Another intermission by the hosts explains that the top-right of the HUD shows “days until expulsion” and that this is like Persona 4’s fog deadline except a lot more explicit – in my mind, this is A Good Thing. Whilst I never missed a deadline in Persona 4, the amount of time always seemed a bit ambiguous, and having a countdown visible will help make planning much more straightforward. Later on in the Persona 5 November preview the hosts also showed what happens if the enemy gets the advantage in battle – more enemies appear on the field, security is raised, and the enemies get an opening turn. Happily, it seems that winning battles will reduce the security level slightly.

There were numerous other bits and pieces covered in the Persona 5 November preview, but one other gameplay element that caught my interest was the fact that negotiations still utilise enemy personality types à la Revelations Persona. If you’ve been following Persona 5 news, you’ll know that if you strike an enemy effectively you can either go in for a large attack or negotiate with them, and here it seems like you probably won’t have 20 different interactions to choose from like in Revelations: Persona, but at the same time it might mean that certain responses are recommended against certain opponents.

Persona 5 November preview

Persona 5 November preview – will it be worth the wait?

Persona 5 has been delayed so much that it almost seems like a cruel joke – the opening trailer ended with the words “Winter 2014 for Japan”, and Japan didn’t get the game until September 15th of this year. Meanwhile, fans in the west will have to wait a few weeks beyond the last estimate of February 14th before they can get their hands on the game. Of course I’d rather have a delayed game which is good than a hurried game, but we’ll have to wait and see if this new estimated release date sticks. Will it be better than previous games in the series? All signs point to a more polished game with more intricate dungeons and new gameplay gimmicks; however, even though Persona 4 now seems slightly small-scale in comparison, that game was still immaculately designed. Hopefully Persona 5 doesn’t confuse expansion with padding.

Persona 5 November preview

Filed Under: Games Tagged With: Atlus, games, Persona, persona 5, playstation, PS3, PS4, shin megai tensei, smt

Persona 5 Europe/PAL release date announced

9th August 2016 By Qazimod Leave a Comment

Earlier today Deep Silver announced the Persona 5 Europe/PAL release date as February 14th 2017. The game had already been confirmed to release in North America next February, but until now dates for Europe and PAL regions were uncertain. There had been a lot of rumours about the Persona 5 Europe/PAL release date but no real confirmation from the publisher, and as much as I am looking forward to the game I didn’t want to talk about release news on Disposable Media if that news wasn’t from a credible source. (This is also why I’ve only really shared news when official trailers etc have been revealed.)

p5_3tweet

In confirming the Persona 5 Europe/PAL release date, Deep Silver also mentioned that the date applies to steelbook and premium editions of the game, so if you want to shell out a little more for some extras, you’re in luck. The game is currently scheduled to release in Japan sometime in September of this year, and in the meantime there have been a number of exciting trailers that highlight various gameplay features that Persona 5 fans can look forward to. Whilst the predecessor remains a superb game and gives Persona 5 a lot to live up to, these trailers already seem very promising and suggest that the game will offer plenty of content to enjoy.

Persona 5 Europe/PAL release date

Of course, there’s always the chance that the Persona 5 Europe/PAL release date could shift again, but Deep Silver’s aim to match the North American release date is commendable. Persona 5 will hopefully arrive at a time when gamers are winding down from the Christmas chaos and January sales, and if it’s anything like the previous games it will consume dozens of hours of gaming time. And of course, a February 14th release also makes it the perfect gift for your romantic interest…

Filed Under: Games Tagged With: Atlus, Persona, PS3, PS4, Shin Megami Tensei

Mighty No. 9 released today

21st June 2016 By Qazimod Leave a Comment

By the time you read this, Comcept’s Mega Man homage Mighty No. 9 will (hopefully) be released for the gaming community to experience. Conceived by Keiji Inafune, this game was billed as a return to the classic platform-shooting action of the Mega Man games he helped to create. After Inafune left Capcom in 2010, Capcom continued to retain ownership of the Mega Man series, and so he was led to create a new game in the spirit of Mega Man but under a different name. This was what eventually became Mighty No. 9, and in late August to early September of 2013 the Kickstarter campaign for Mighty No. 9 was launched and reached its target goal in a matter of days.

The troubled development of Mighty No. 9


Mighty No. 9

After such a successful campaign, the subsequent reactions to developer updates have been… less than positive. People have been asking why it’s taken so long for a 2D platform-shooter to be developed, the Red Ash Kickstarter campaign was launched in the midst of all of this and bombed, concerns were raised about trailers focusing on the poor character design rather than the gameplay, there were the weird controversies over Dina Karam’s female Beck submission…I could go on. Not to mention the fact that Mega Man Legacy Collection was released late last year (reviewed here) and manages to have more appealing aesthetics and design in a series of six games that date back to the late 80s and mid-90s. And yet despite everyone being eager to join the queue of people wanting to throw mud at Mighty No. 9 I’m a big fan of 2D games and platform-shooters, and if Disposable Media had relaunched in 2013 I probably would have wanted to write about the launch with a more positive attitude.

If you think you’ll like Mighty No. 9, why not try…

Mighty No. 9

I have yet to play Mighty No. 9, but a large backlog of other titles means that I won’t be downloading Comcept’s game this week and am happy to wait and see what the general consensus is. If I do want any platform-shooter fun in the meantime, the majority of Legacy Collection is as fun as I remember, and I would still recommend that to anyone looking for some enjoyable 2D gaming that holds up today.

Filed Under: Games Tagged With: comcept, keiji inafune, kickstarter, mega man, mighty no. 9, pc, PS3, PS4, wii u, xbox 360, xbox one

Persona 5 PV04 revealed, game is delayed again

6th May 2016 By Qazimod Leave a Comment

Persona 5 PV04 is something fans were hoping to see this week, alongside some news on the game’s release. On Thursday 5th May Atlus held a special stream in preparation for another announcement about the forthcoming JRPG Persona 5, and people were looking forward to either getting information about the estimated release date or a Persona 5 PV04 trailer to look forward to. Personally, I didn’t have time to watch the stream live but I did check the Twitter trends on my phone occasionally just to see if anything was going on. You might remember us reporting on the last significant news back in September (when the PV03 trailer was revealed and the new release date estimate was Summer 2016), but until now there has been very little new information worth talking about – most information has either been false rumours or promotional tie-ins to events that are only loosely related to the game (such as the “Pursue The Phantom Thief Party” event that went down in some game stores in Japan), or updated character information on the official website. The relative silence between then and now had left a few people thinking that another delay was imminent, and sure enough the new trailer promises a Japan release on September 15.

Persona 5 PV04 follows a long wait…

Persona 5 has been a long time coming. The original teaser suggested a Winter 2014 release date, and since then it’s been pushed back several times – first to 2015, then to this Summer, and now to September.  There had been some snippets of information between our last article and this new content, but nothing substantial that I thought was worth talking about. As for Persona 5 PV04 and the new release estimate… well, “Summer” was such a vague window that the latest delay doesn’t seem that outrageous, but for now we’ll just have to wait and see if this date sticks. In the meantime, you can view the new Persona 5 PV04 trailer below.

Persona 5 PV04 – trailer

Filed Under: Games Tagged With: Atlus, Persona, PS3, PS4, Shin Megami Tensei

The Bloodborne difference

24th March 2016 By Qazimod Leave a Comment

Whether it’s King’s Field, Shadow Tower, Demon’s Souls, Dark Souls, or Bloodborne, From Software know how to make hitting monsters with pointed sticks challenging but satisfying. However, I always felt that there was a kind of unfair generalisation going on amongst devoted From fans that didn’t really give each individual series enough credit. Me, I’ve played a fair amount of Dark Souls and multiple playthroughs of Bloodborne, so I might not be the best person to make comparisons. Even so, alterations in gameplay mechanics between the titles might seem insignificant to some and literally game-changing to others, and I think that’s something that doesn’t get enough recognition when From’s fan base is so protective over the developer’s games. Their most recent title Bloodborne is both a familiar retread of ideas and a radical departure from Souls sensibilities, and that departure – the Bloodborne difference, as it were – needs to be celebrated rather than ignored.

Pointy sticks

The Bloodborne Difference

The Bloodborne difference is lost amongst some. You hear them protest “But Bloodborne is clearly a Souls game”, and at first blush that’s an easy observation to make. You’re a man or a woman who dresses up in armour and carries a pointed stick in one hand and a defensive tool in the other. You fight witches, wolves, transformed humans and various beasts, and doing so rewards you with experience. When you die you have to go back to where you died and reclaim lost experience. Weapons can be slow and strong, or fast and weak. Combat involves observing enemy move sets and exploiting the moments when they are vulnerable. You can play co-op with others and share advice with cryptic messages left on the floor. Many areas have traps, shortcuts, secret areas and a boss at the end with a big health bar. You collect various armour and weapons along the way and need to keep various status ailments in check. You have a light attack, a heavy attack, a parry, a roll, and so on.

The Bloodborne difference in experience

The Bloodborne Difference

However, to simply stop there and call it Dark Souls 2.5 would be selling it short. It would undermine the efforts that have been made to create a brand new experience, it would be a generalisation that fails to recognise the Souls games’ own achievements, and it would harm the expectations of players who had different experiences of Souls. If someone didn’t like Dark Souls and you tell them that Bloodborne is basically another Souls game, you can guess what their reaction would be, but without knowing why they didn’t like Dark Souls you don’t know if you’re misleading them. Maybe they didn’t like the frequent invasions (limited to a few key locations in Bloodborne unless you’re playing co-operatively), maybe equip loads made inventory management a chore (here “equip load” only exists as a barely perceptible change in stamina regeneration based on armour), maybe the evasive manoeuvres in Souls were too clunky for some (hello sidesteps), maybe the initial parry timing is too ambiguous to even bother trying to figure out (a gun being fired is instantly clearer.) Maybe cosmic horror is just a more likeable backdrop compared to medieval fantasy, or maybe the streamlined stats of Bloodborne make it easier to decide where your levels will go.

The Bloodborne difference and its legacy

The Bloodborne Difference

I could go on. Each of these issues might seem incredibly picky, but for some people the Bloodborne difference – those big and small changes to gameplay, setting, story and tone – is a cumulative difference that allows them to enjoy Bloodborne after struggling with Souls. If the rumours about Dark Souls 3 taking on ideas from Bloodborne are true, the protests will have some truth to them – Bloodborne may well be a “Souls game” – because the definition will have changed. Until then, people shouldn’t shy away from commending the Bloodborne difference, and praising one game’s attempts to forge its own path instead of following in the shadow of Souls.

Filed Under: Games Tagged With: Bloodborne, dark souls, demon's souls, From Software, games, king's field, PS3, PS4, shadow tower

Persona 5 is now delayed to Summer 2016, new trailer shown

18th September 2015 By Qazimod Leave a Comment

Earlier this week, news broke that Atlus’ upcoming JRPG Persona 5 is now delayed again – the game received a new release estimate and a brand-new trailer. The fifth instalment of the Shin Megami Tensei spin-off series is now expected to be released next summer, having previously been teased for a 2015 release over the past few months.

The Persona series is widely loved by fans for its engaging story and characters, slick presentation and rewarding dungeon exploration and battle gameplay. The first ‘reveal’ trailer of Persona 5 was shown back in November 2013 and ended with the words “Persona 5: Winter 2014 for PS3”. Despite that 2014 release window, the game has faced delays (and today we find that Persona 5 is now delayed once more) and revised release estimates since then, but we’ve also seen the surprise announcement of a cross-platform release on PS3 and PS4.  Now series director Katsura Hashino has said that more time is needed in order for the development team to provide players with the best possible experience. Even though Persona 5 is now delayed once again, it’ll surely be worth the wait. Until then, you can enjoy the new trailer below.

Filed Under: Games Tagged With: Atlus, Persona, PS3, PS4, Shin Megami Tensei

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