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You are here: Home / Archives for shin megami tensei: persona 3

Death boxed up: an appreciation of Persona’s Reaper

31st October 2016 By Qazimod Leave a Comment

The first instinct is to run. Playing a modern Persona game and encountering one of its most intimidating opponents is rarely something a player plans for. Then again, would Persona’s Reaper be feared as much if he always stayed in the same place? An optional boss that looms large and hits hard is bad at the best of times, but with most games you at least know when you’ll bump into them.

halloweenpersonaarticle

Of the games in the series that I’ve actually played, I’ve encountered Persona’s Reaper in P3 – where he will roam around a floor if you’ve waited too long before advancing (or if you’ve been unlucky with post-battle bonuses in Shuffle Time) – and I later came across him again in P4 – where players who have completed the game at least once gain the option to trigger the Reaper battle after opening certain chests. Both of these actions are very unusual for a typical Persona enemy, and the text heralding the arrival of Persona’s Reaper always surprises a player and – unless they’re deliberately trying to trigger the battle – instils a certain amount of fear. And this is what makes Persona’s Reaper such an interesting character to cover this Halloween. Not only is his name comparable to the Grim Reapers seen in typical horror fiction, but as one of the strongest enemies in the game, those chance encounters keep you on edge when the eerie SFX are heard over the dungeon music – an early warning that you could bump into him soon.

Persona’s Reaper – far from easy

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The only time I’ve survived a battle with Persona’s Reaper was in P4 Golden, where he boasts some of the most powerful single-hit and party-wide physical and elemental attacks in the game, can disable the elemental resistances of your allies, buff his elemental attacks and more besides. Even with a full party you’ll be juggling buffs, healing, reviving and trying to actually dealing damage, and since enemies can also exploit elemental weaknesses for extra turns, it’s far from easy. And how fitting is it that such a scarily powerful opponent is styled as the harbinger of death? Even your navigator will announce his arrival with “Be careful – I sense Death!”, and if you’ve encountered him before then you’ll know that the warning shouldn’t be taken lightly.

Persona’s Reaper – an exercise in fear

Persona's Reaper

There’s a point to this retrospective rambling, however. Videogames can so often fall into the trap of taking a spooky character and filling them with fairly unthreatening, ordinary behaviour – and when you start to see this, the spooky stylings feel like little more than a skin. The Persona games I’ve played weren’t really themed around “horror” as such, but Persona’s Reaper succeeds in being a genuine threat that a player will fear. You don’t hear the navigator’s warnings and continue trying to trigger spawns to get more battles and gain experience; you hear the warnings and look for the fastest way out. In P4’s case, the locked warning chest is a genuine “nope” moment in a game more concerned with dungeon crawls than sudden all-encompassing fear.

Persona’s Reaper – the unexpected encounter

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It’s likely that Persona’s Reaper is so effective because it’s so unexpected. If you fill a game with zombies and mutants and ghosts and wolves, it’s harder to maintain the element of surprise because the game is so keen to have more and more horrors bursting out of dark corners. Obviously survival horror games have to keep the tension high, but in a light-hearted high-school JRPG you can make Reaper encounters rarer. And when you finally face this enemy with your most powerful attacks and scrape through to victory, you can at last walk through the dungeons with confidence.

Filed Under: Games Tagged With: Persona, persona 3, persona 3 fes, persona 3 portable, Shin Megami Tensei, shin megami tensei: persona 3, smt, SMT: persona 3

Persona 3 turns 10 in Japan

13th July 2016 By Qazimod Leave a Comment

Around mid-July of 2006, about ten years ago today, Shin Megami Tensei: Persona 3 was released in Japan for Sony’s PlayStation 2 console. People here in the UK won’t have paid much attention to this unless they were deliberately keeping a close eye on eastern videogame releases, but this was the moment when Atlus released a defining entry in the Persona series that would shape the franchise into what we know today. The shift in gameplay and presentation from the first two games to Persona 3 and 4 (and eventually 5) began here, and even as Persona 3 turns 10 it remains a solid JRPG template that addresses certain genre issues people like me were experiencing prior to playing Persona 3.

Persona 3 turns 10

Persona 3 turns 10 – recognising the rewarding gameplay

For me, Persona 3’s success wasn’t simply a result of the contemporary UI design, or the use of catchy J-Pop rather than orchestral bombast, or even the Japanese high school setting. All of these elements help to contribute to the game’s appeal, but they would be wasted on the game if the gameplay wasn’t as rewarding and informative as it is. Play involves a balancing act between a typical dungeon crawl and an in-game calendar with a wealth of things to see and do. The dungeon you explore throughout the game – Tartarus – is a colossal tower with over 200 rooms (or, more accurately, floors) to progress through. Checkpoints and warps throughout the tower help to streamline navigation, and each floor has treasures, enemies, occasional bosses and locked doors that won’t open until a certain calendar date.

Persona 3 turns 10 – appreciating the difficulty curve

What this turns into is an elegant consolidation of the typical JRPG difficulty curve. If you’ve ever played an RPG where you reach a new dungeon for the first time and the enemies are substantially tougher than anything you’ve previously faced, you’ll know that revisiting a cleared dungeon is a nice, safe way to build strength and experience. However, going back can involve earning puny amounts of experience whilst mashing X through encounters that are now trivial. In having 200 floors and frequent checkpoints, Persona 3 breaks down the difficulty curve so you can find a place to warp to where enemies are weak enough to overcome but give enough experience to make the battles worthwhile. Further perks can be obtained through the rewarding “Shuffle Time” system, where post-battle bonuses are presented on cards, flipped face-down and then shuffled; provided you pick the right card, you can earn bonus gold, bonus experience, health, weapons or a new Persona.

Persona 3 turns 10

Persona 3 turns 10 – using the elements

Ah yes, the personas. (Personae?) These are another element of the series’ rewarding gameplay. Each one has a selection of skills and elemental affinities, and collecting and managing them is key to advancing through battles efficiently. The main hook of the battles comes from the elemental affinities; if an elemental attack exposes a weakness on an enemy or a party member’s persona, the attacker gets an extra turn. This can result in successive turns as you knock down one foe after another, and bonus damage from an “all-out attack” if all foes are knocked down. It’s the main “hook” of battles but it’s always rewarding, and it encourages you to expand your persona compendium to cover more strengths and weaknesses.

Persona 3 turns 10 – advancing the social links

However, expanding the persona compendium won’t count for much if social links aren’t accounted for. This was another big gameplay innovation introduced in Persona 3 – by talking to the right people at the right time you could establish a “social link” with them that was tied to an arcana based on tarot categorisation. Each persona you gain also has an arcana, and if you spend more time with social links, any new persona you create through fusion (taking two or more personae and combining them to create a new one) will gain an EXP boost based on the progress made in the social link associated with that arcana. It sounds complex, but by engaging with your social link colleagues you can fuse a persona and – provided the arcana matches – gain many useful skills immediately. Engaging with a social link takes up part of a day on the in-game calendar, but it helps you become more invested in these other incidental characters (and, in some cases, your own party members.)

Persona 3 turns 10

Persona 3 turns 10 – following the calendar

Even outside of the social links, the calendar events give plenty of life to the characters of Persona 3. Most of the time you’ll study, go home and take on the dungeon later, but on certain dates you might go to the beach with NPC friends, visit the shrine to commemorate the new year or take a class trip to Kyoto. Often these events are just palate-cleansers, but the calendar also serves to tell you when exams are coming up so that you can study and boost your Academics stat, and in P3P following the schedule of certain stores is key to getting the most out of the part-time jobs introduced.

Between the calendar events, the social links, the dungeon design and the battle system, Persona 3 created an experience that has only really been improved by the sequel. Today, fans are keen to see what Persona 5 will bring to the formula, but in the meantime it’s worth remembering an important turning point for the series.

Filed Under: Games Tagged With: Atlus, Persona, persona 3, Shin Megami Tensei, shin megami tensei: persona 3, smt, SMT: persona 3

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