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Persona 3: The Answer needs work

15th April 2023 By Qazimod Leave a Comment

Persona 3: The Answer was a murky point in my history with Atlus’ series of RPGs spun out of the SMT franchise. A playable side-story available if you purchased the “FES” edition of Persona 3 (which also comes with a lot of tweaks, additions and improvements to the original story), it was the one game that I refused to commit any time to. It’s telling that I was able to play through the (even more archaic) first and second games before wanting to revisit The Answer – but without knowing where my contempt comes from it’s hard to see what the problem is.

Persona 3: The Answer – the roots of identity

Persona 3: The Answer

The original version of Persona 3 (referred to in FES as “Persona 3: The Journey”) was notable for radically reinventing the spin-off series. With its introduction of calendar events, social links, character attributes that are improved over the course of the game, a new elemental weakness system and simplified battle options (there’s no grid position management, and you won’t be negotiating with your enemies), The Journey laid down the foundations for the next Persona RPGs and gave them a fresh new identity. They’re games that break up the long-term goals of dungeon crawling with snappy character interactions and indulgent school term activities, and so you often feel like there’s always something different you can do on each day of the in-game calendar. And this is why it’s kind of disappointing that Persona 3: The Answer forgets so much of that established identity.

One fundamental aspect of the premise behind The Answer is that time is stuck in a loop where the same day repeats itself, and the main cast are trapped within the dorm – the only other locations available are Paulownia Mall (a hub for item and equipment shopping), the Velvet Room (a staple of the series, this location allows players to essentially craft a new persona) and the Desert of Doors (where the dungeon crawling takes place.) This reduces the scale established in The Journey down to a pure dungeon crawl, and so already a large part of what made the original game so special is lost. Persona 3: The Answer is an expansion pack for people who only enjoyed the exploration of Tartarus and the full moon dungeons in P3, and if you’re expecting anything else then you’ll be disappointed. And that might not be so bad on its own – after all, fans were able to work their way through P3’s dungeons – if not for the fact that The Answer’s dungeon crawl is built different.

Making the grind work

On the surface, you’re doing exactly the same thing that you did in The Journey – finding a door to the next floor of a dungeon, battling Shadows and using the elemental weakness system to your advantage, trying to get useful bonuses in Shuffle Time and opening chests for loot. Eventually you run into a boss, defeat it, and receive an extra cutscene or some new dialogue that propels the narrative forward… before moving on to a brand new bit of dungeon crawling. The process is business as usual, then, but the individual steps have had some tweaks. Elemental weaknesses are present on certain bosses, but many of the bosses have a high chance of evading the element. Certain bosses explicitly target the elemental weaknesses of allies (and some elements instantly KO a party member, so you either leave them on the ground or get stuck in a loop of reviving.) And don’t forget that this isn’t Persona 3 Portable, so you don’t have direct control over your allies. Bosses can enrage the party and then set up barriers that reflect damage so that enraged allies effectively KO themselves, or encounters will leave your healers charmed and supporting the enemy. One recurring gimmick to get used to is when a boss will seem “do-able” on its own but then spawns two or three adds that only exist to ruin your fun. You can keep destroying them, but the main boss will just spawn them again, so it’s a test of patience.

Persona 3: The Answer

I absolutely respect this kind of design as a way of challenging a player’s mastery of the battle mechanics, but in practice it makes a lot of the encounters somewhat tedious, especially when coupled with the occasionally gormless AI of your allies. However, I did discover one or two things that made battles a little more palatable. For instance, if enemies in a boss encounter were repeatedly evading the element that would knock them down, or absorbing other elements, I’d simply stop trying and instead use high-damage physical attack skills. If my party AI is being moronic in the regular battles, I would try and charm the enemies (a skill named Sexy Dance casts charm on every enemy on the field; it’s not a 100% success rate but if it lands the enemy will attack other enemies and support your party) so that they would be moronic as well. The attack barriers that kill enraged allies? Sometimes the enemy doesn’t put them up in time and instead eats tons of damage. And occasionally it’s as simple as gaining more levels and better gear.

Persona 3: The Answer – what can be done?

When I say that Persona 3: The Answer needs work, I’m addressing the player as well as the game. The player needs to make an effort so that the battles can work for them, and the game could be tuned to be a little less tedious. Newer games have already introduced welcome features to speed up gameplay a little – whether it’s unlocking a skill in Persona 5 that allows you to instantly defeat low-level enemies in one strike, or the excellent suite of custom difficulty options in Persona 4 Golden that allow you to independently tweak things like the amount of EXP and/or money earned from battles. If that risks the game feeling like too short of an experience, then perhaps that sheds a light on The Answer’s tendency to pad out its hour count (my last save was at a little under 27 hours.) And if there’s no way to improve The Answer without enraging one part of the community, then perhaps it’s better for the side-story to remain a relic of the series’ history.

Persona 3: The Answer is exclusively available as part of Persona 3 FES – you can read more about this release of the game on Atlus’ website.

Filed Under: Games Tagged With: Atlus, games, Persona, persona 3, persona 3 fes, smt

An end to my Eternal Punishment

13th October 2019 By Qazimod Leave a Comment

Before I get started, I want to point out that this was never the plan. I had bounced off the original Persona’s PSP re-release, and thought that a traditional “Let’s Play” thread on a discussion board would motivate me into completing it. I never planned to play both of the Persona 2 games as well, but soon after that first thread was “complete” one or two people started talking about Persona 2 and so it kind of snowballed from there. After Innocent Sin I wanted to take a break from classic Persona Let’s Play activity, but when the traditional summer slowdown arrived – with fewer notable games being released – I saw it as the ideal time to begin my Eternal Punishment; a new “let’s play” of the “other” Persona 2 game. In a way it was both intimidating and exciting: this had become the game in the series that I knew the least about, but it would allow my knowledge of the series to come full circle. Eternal Punishment’s story begins with an urban legend about a “Joker curse” where you can contact an individual named Joker and give them the name of someone you wish to kill. This leads to the central characters pursuing those connected to Joker, but escalates towards talk of “Kegare”, gods and the threat of global destruction in the pursuit of utopia. If I’m being honest, I was more invested in the stories of the other two games because they were more about the nature of humanity, personalities and behaviours… this sometimes slides a bit too close to science madness, but it improves a lot later on.

Understanding my Eternal Punishment

my eternal punishment

The gameplay itself… well, it’s more classic Persona: negotiate with everyone to make dungeon crawling easier, fuse bigger and better demons to deal with encounters more easily, and maybe deal with some traps or light puzzling in dungeons. Again, negotiating through encounters isn’t quite as snappy as it was in P1… but it’s still quite quick, and experimenting in the Velvet Room can be fun. Notable sticking points throughout the game range from the return of Kandori in an undersea ruin (keep a second set of demons with electrical attacks for the adds, then swap them out when Kandori’s on his own… and don’t waste turns setting up too many fusion skills), a boss unofficially known as the “Metal Trio” (even now I think I got lucky here… but get a persona with the skill “Wall of Air” and just hope that you’re fortunate when it comes to status ailments), an encounter at the end of Sumaru Castle (keep the “Phoenix” persona handy for revival duties) and the final bosses (buy 99 100% healing items, 99 revival items and 99 SP-restoring items, keep everyone alive and wait for the enemy to do a useless turn. No, really.)

Technical difficulties

my eternal punishment

On top of everything, I had to emulate this, and I had a few technical issues during my Eternal Punishment experience that nearly halted the entire endeavour, but in the end Retroarch (and the PCSX Rearmed core) proved invaluable. Does the game still hold up today? I’m not so sure – the story is engaging and the battles can be satisfying, but the earlier games benefit from more polished English-language PSP updates. I preferred P1’s journey with Maki, Aki and Mai… but P2 has a less fussy battle system than P1… but Innocent Sin has the winning combination of modern presentation, a nice battle system and a somewhat engaging story. If you had to play one of them, I’d recommend Innocent Sin, but even the best of the “old” games isn’t as rewarding as the worst of the “new” games – P3 to P5 have excellent streamlining and fun design that doesn’t sacrifice challenge, so those will always be more memorable experiences.

Well, unless we’re talking about P3: The Answer, which I still can’t bring myself to go back to. Maybe one day…

Filed Under: Games Tagged With: Atlus, Persona, smt

Persona Super Live 2019 brings new announcements

25th April 2019 By Qazimod Leave a Comment

Well, well. It’s been an eventful week for fans of Persona 5. The Persona Super Live 2019 concert finally managed to answer a few questions that people have been holding on to for a while. What’s next for Persona 5? What’s Persona 5: The Royal all about? And why is there a mysterious placeholder website for “P5S”? One of the most widely-circulated rumours –
a rumour perpetuated through Best Buy listings and Twitter comments – was that something Persona 5-shaped would be heading over to the Nintendo Switch. (Needless to say, we didn’t want to report on this until we knew exactly what was going on.) Meanwhile, fans were fairly certain that Persona 5: The Royal was a PS4 game, if only because of the PS4 logo at the beginning of the debut trailer. However, this week was when everyone would get answers, as the Persona Super Live 2019 concert delivered trailers for two new and very different games in the Persona 5 universe.

Persona Super Live 2019 – the Royal reveal

Let’s start with Persona 5: The Royal. During Persona Super Live 2019, the new project for PS4 received a brand new trailer that ran for just over three minutes – teasing new faces, new events and an October 31st release date for Japan (it will come to the west next year.) Although the dialogue in the trailer was in Japanese, the teases of new content confirmed what many were thinking; this is Persona 5’s equivalent of P3: FES or P4: Golden – a new game in the same universe, but with a whole load of new content. This could be particularly exciting if it means that the framework of the original game gets some fine-tuning; I personally felt a bit disappointed by the pacing of certain dungeons, and I know others were quick to criticise the quality of the writing. We’ll have to wait and see if this is the game that finally does everything right.


Persona Super Live 2019 – the Scramble surprise

As for P5S? Many speculated that the S in the name stood for Switch (which is kind of weird when none of the other ports have the console’s name in them, but still) and my mood turned from sceptical to more open-minded as more teases and rumours began to float around. Happily, answers arrived pretty quickly in the aftermath of Persona Super Live 2019; P5S is a Switch (and PS4) game, but rather than being a port of the RPG, “Persona 5 Scramble: The Phantom Strikers” is a Musou/Warriors game in the Persona 5 universe. In the trailer (just over a minute this time) we see Joker descending upon dozens of demons – series favourites such as Pyro Jack and Pixie can be seen – and sending them flying with spectacular attacks, as well as summoning Arsene to blast the demons with an explosion. It’s certainly an unexpected direction for both P5 and the Persona franchise as a whole… but as you can see from the trailer, it certainly looks the part.

Persona Super Live announcements – wrapping up

It’s hard to know what to make of the Persona Super Live 2019 announcements right now; obviously Persona 5: The Royal could be great if it ends up trimming the bloat from the original game, and I welcome more P5, but there’s still quite a wait before its release. Meanwhile, it’s fair to say that Scramble isn’t the Persona 5 game Switch owners were expecting, but it is a brand new direction for the series and it could provide a means of introducing Musou/Warriors fans to Persona, and vice versa. There’s a lot more speculation to be done in the meantime, so let us know what you think of the reveals in the comments.

Persona Super Live 2019

Filed Under: Life Tagged With: Atlus, Persona, persona 5, persona 5 scramble, persona 5 scramble: the phantom strikers, persona 5: the royal, smt

Atoning for my Innocent Sin with Persona 2

16th March 2019 By Qazimod Leave a Comment

Persona 2: Innocent Sin was next on my list. Back in August of last year I talked about how I wanted to play the original Persona game, and created a traditional text-based “Let’s Play” discussion thread in order to motivate myself into continuing with the game. Once that was done, I knew that I’d have to follow up with the Persona 2 games eventually, and as we welcomed 2019 I began a similar “Let’s Play” of Persona 2: Innocent Sin. It’s a game that I had zero experience with at the time… with P1 I at least played a fair amount before bouncing off, but here I was in the dark. However, I quickly found that it had plenty of ideas of its own that made it worth recommending..

It starts off with a fairly simple and vague premise; our heroes face a threat, mysteriously awaken to the power of Persona, meet Philemon after falling unconscious and are told that they’re destined to go on a big JRPG quest (well, not quite.) Although most of Innocent Sin has the classic mapping, battling and negotiating you’d expect from an early Persona, it has one of the most painful openings I’ve seen in a while. Two or three hours into the game, you’re searching rooms for objects to smash whilst being hit with random battles… and it just feels like padding. Thankfully, things pick up beyond this, and you’re quickly swept up in a mystery of falsities, fragmented memories, and truths.

The Innocent Sin of rumourmongering

Innocent Sin

Innocent Sin is also the game that introduces the Rumour system – a gameplay mechanic that seems unusual at first but effectively lets you add gameplay modifiers to things like shop prices and stock. It’s a neat feature but it could have been explained a little better – I got the feeling that it ended up sounding more complex than it actually was. Negotiation also returns, but you can’t skip entire battles quite in the same way that you could with P1 (it takes a few more button presses), which is a disappointment. I can’t say that Innocent Sin’s any smoother a ride than P1 because of the laboured negotiations, but you can find ways to make progress feel smooth if you learn negotiations and play with fusion. All that aside, you’ll still be fusing, battling, and opening locked doors… so there remains a lot of familiarity within the gameplay.

The finer details of the story go in all kinds of weird places, and there are ideas and concepts that I think are genuinely interesting (particularly later takes on the early idea of “rumours becoming true”), as well as some narrative events that hit pretty hard (one or two scenes with Maya at the shrine were quite shocking.) Other story moments just felt a bit too dense in terms of information; almost as if the writers were throwing too many ideas into the story – I’ll confess that sometimes it was tricky to know what you should be paying attention to. The other main observation I made was that P1 clearly turned into Maki’s story…and I don’t feel like Innocent Sin has that central identity. Maya could maybe fit into that role based on some of the events near the end, but I found Maki’s journey more interesting.

Different but likeable

Innocent Sin

Notable gameplay features include multiple characters negotiating together, with the success of this being influenced by their relationship – something that’s manipulated based on in-game events and dialogue choices. It’s perhaps a proto-Social Link system, and is genuinely a neat idea… but embarrassingly I didn’t take notice of it until later in the game. Additionally, Velvet Room summoning is a little different – simpler and more grindy, but easy to get behind. Oh, and the battles also seem a bit kinder; you don’t struggle as much with formation and grid placement, and attack ranges are rarely useless.

In general, I enjoyed P1’s general story and negotiation more, but Innocent Sin has more immediate combat and perhaps a more interesting cast. Just like P1, I think you could have a current-gen update of P2 somehow (as long as it patiently explains the gameplay concepts), but the changes made in P3 and beyond still transform an intriguing series into an unmissable one. Then again, I still have Eternal Punishment to look forward to, so I can’t judge P2 as a whole just yet…

If you’re interested in playing Persona 2: Innocent Sin, it’s available digitally on the PlayStation Store for PSP and Vita.

Filed Under: Games Tagged With: Atlus, innocent sin, Persona, persona 2: innocent sin, smt

So I decided to LP Persona 1

11th August 2018 By Qazimod Leave a Comment

Aside from a few Steam sale bits, I haven’t really bought any new games since the Street Fighter 30th Anniversary Collection, and there’s a bit of a void in terms of forthcoming game releases that I’m interested in. The perfect opportunity, then, to LP (or “Let’s Play”) Persona 1 – a game that I’ve bounced off continually and never had the patience for. I love the Persona games, but only the newer ones; the first game lacks the social linking, calendar events, one-more attacks, visible roaming enemies during dungeon-crawling and other features that made P3 so refreshing, and it’s hard to play it coming from the newer games. Often I’d lose patience with the random battles, labyrinthine maps and complex negotiations before silently giving up. However: I have time to kill, and the decision to LP Persona 1 – in the classic, pre-video Let’s Play format of written updates within an online discussion board (in this case, rllmukforum) – would offer the motivation for me to keep coming back. After all, if I’ve entered a discussion board and stated that I’m going to do a thing, I’ve got to stick to my word.

Admittedly, I had one or two other advantages this time. Despite owning a digital version of the PSP game, it’s on an old account that I’d have trouble getting to right now – instead, I opted to use the PPSSPP emulator. This enabled me to take advantage of screenshots that I could add to the LP updates, and some welcome additional tools such as a turbo mode that played the game at an increased speed – making tedious battle animations play out in moments. Also, since I was playing from my desktop I could keep a written file on anything I wouldn’t be able to accomplish in a play session; it sounds nuts, but I never enjoy that feeling of coming back to a game and not knowing what you were planning to do.

LP Persona 1 with understanding

I LP Persona 1
When choosing to LP Persona 1, a player has to remember that this is a much more typical JRPG structure – you have establishing dialogue, your first dungeon and boss, post-dungeon dialogue, a moment to shop for better things, more plot development, the location of the next dungeon and boss, post-dungeon dialogue… and so on. Therefore, the majority of that gameplay is going to be in those dungeons. Dungeon exploration is done in first-person on a grid (similar to, say, Demon Gaze), and like newer games you need to explore your surroundings in order to fill out the map, but you’re going to run into dead-ends, lifts with multiple floors, locked doors and unlock switches, loose foundations that make you fall to a previous floor, floor tiles that spin you in a random direction, multiple exits (some of which go nowhere)… And remember, this is all done whilst being interrupted by random battles. Anyone who criticises the way in which P5 drags out its dungeon gimmicks (myself included) should know that P1 is a much worse offender.

Those random battles can be a drag too – with grid-based positioning to consider, about 20 different interactions to use in negotiations, lots of status ailments, and none of the “One More” or “All-Out Attack” systems from the modern games. The high frequency of encounters encourages a player to just mash any command and hope to get the battle out of the way, but you have to think about every encounter, and it bloats dungeon exploration time further. Again, keep in mind that P1 offers little of the downtime you get from modern Persona, so it’s little wonder that fatigue sets in. However, several days after my decision to LP Persona 1 I did appreciate a key mechanic that offers some relief from the dungeon-crawling: spell card ownership. If anyone in Team Persona is reading, know this: if you’re planning another remake of Persona 1 in the future, the importance of owning spell cards (through successful mastery of those 20 negotiation interactions) needs to be stressed to any and all players… because it makes dungeon exploration fun.

LP Persona 1 with negotiation

I LP Persona 1
Strictly speaking, a spell card’s primary use is to open up new fusion possibilities in the Velvet Room; it’s the most rewarding result you can get from a negotiation (granting new toys to the player), and it’s generally the end goal of every negotiation. However, if you negotiate with an enemy who’s already given you their spell card, they will end up fleeing the group of enemies (and sometimes dropping money or an item). Obtain spell cards for more enemy types, and you can skip entire battles. Obtain spell cards for yet more types, and it trivialises dungeon exploration. You’d think that ignoring battles might leave you underlevelled, but you need to reach certain levels before you can obtain certain spell cards, so you’ll still get the experience you need for those tricky boss encounters (where negotiation isn’t an option.) Sometimes negotiations can have different results; make an enemy scared and they’ll flee the battle, make them angry and they’ll get a free turn. If there’s one thing I would have liked, it would be a “memory” feature that displays the result of an interaction if you’ve used it on a particular enemy before, but that’s just a small thing.

Learning negotiations can make battles less of a chore, and quicker battles make dungeon exploration less of a chore. So how does the story connecting these dungeon sequences hold up? Well, without giving too much away, it revolves around a hospitalised student named Maki who suddenly turns up whilst the main characters are handling the creepy adversaries who have shown up around the gameworld. As the game progresses, we get more background on Maki’s appearance, and it’s quite refreshing to see a game where the story is centred on a party member who isn’t the protagonist – this is Maki’s journey. Admittedly, for a game with a female character at its core there are one or two scenes that come close to damsel rescue, but even these can result in Maki dealing with her inner demons. The rest of the story has mystery, villains, revelations and even some lighter moments such as the “Tesso” boss encounter, and it’s every bit as engaging as a modern Persona plot. Again, it’s easy to lament the loss of social links or calendar events, but the lack of downtime at least results in a focused pace.

LP Persona 1 with patienceI LP Persona 1

With an engaging story and (eventually) rewarding dungeon exploration, Persona 1 holds up well if you’re patient. Does Persona 1’s universe deserve more attention in a world where there are many more spin-offs for the newer games in the series? I don’t know how many of today’s gamers would be as patient with the classic gameplay, but a new adventure in the P1 setting with modern Persona design sensibilities could work. So when’s the next Atlus Consumer Survey?

To view PlayStation’s page on Persona 1, click here

Filed Under: Games Tagged With: Atlus, Persona, persona 1, smt

New Persona games revealed: Q2, P3D, P5D

2nd August 2017 By Qazimod Leave a Comment

New Persona games have been announced this week following the Persona Super Live P-Sound Bomb concert that was recently broadcasted on the Japanese streaming service Nico Nico. Atlus has revealed that two new rhythm games will join Persona 4: Dancing All Night and will release on PS4 and Vita. The new Persona games will be titled Persona 3: Dancing Moon Night and Persona 5: Dancing Star Night. Already a teaser website for the two games is available here and it contains trailers from Youtube that can be viewed here (P3: DMN) and here (P5: DSN) Whilst I welcome the arrival of new Persona games, I admit that I still haven’t played Persona 4: Dancing All Night, but the two new Dancing games should complement the P4 game well, and anyone who’s a fan of the games’ music will want to get hold of Moon and Star.

New Persona games

New Persona games – Q2

In addition to this, Atlus has announced a sequel to Persona Q: Shadow of the Labyrinth, the 3DS game that blended elements of Persona and Etrian Odyssey. Little was revealed about this game, but whilst putting together this article I learned that a teaser site for Persona Q2 had already gone live here – it appears to show an animated version of the Phantom Thieves logo and “Take Your Heart” slogan from Persona 5, although the logo’s drawn in the style of Q. Whether this means fans will be getting a Q game centred around the P5 cast or one with characters from multiple games remains to be seen. Again, Persona Q is one of the few spinoffs I still haven’t played (as I don’t own a 3DS and am not familiar with Etrian Odyssey gameplay) but I look forward to finding out more about the three games as news emerges. (Although is it too much to hope for a new Arena game too? Please, Atlus?)

New Persona games

Filed Under: Games Tagged With: Atlus, Persona, persona 3, persona 5, smt

Persona 5 success – Atlus’ RPG tops the UK software charts

10th April 2017 By Qazimod Leave a Comment

Atlus and Deep Silver can celebrate the recent Persona 5 success as the game entered the charts at number one recently. The UK site Chart Track shows that for the week ending April 8th, Persona 5 hit the top spot in its first week, surpassing the likes of Tom Clancy’s Ghost Recon: Wildlands, Lego Worlds, GTA, and Mass Effect: Andromeda.

The Persona series had never really seen success over here to begin with; the third game in the series was the first mainline Persona game that people in Europe and the UK were able to get hold of. Persona 4 followed soon after, and eventually ports of the original two games were released on the PlayStation Portable. At the time, Persona 3 was something that enjoyed a positive word-of-mouth reception but it wasn’t until the later games that the series popularity truly took off around the world.

Persona 5 success – worth the wait?

Persona 5 success

The Persona 5 success must come as a relief for a game that’s been in development for so long; noises were being made about the game’s existence in the late 00s and early 10s, and the game suffered several delays with both the Japanese and western releases. Earlier games have since seen countless amounts of merchandise produced – soundtracks, art books, special edition extras – and it’s safe to assume that more of that will follow now that Persona 5 is released.

As for the game itself? Well, you might have to wait a little longer for some extended opinions to end up on this site – games in the Persona series aren’t exactly known for their brevity – but all signs point to it being another enjoyable and imaginative high school adventure. Whilst we’re so used to the CODs and FIFAs dominating charts, it’s good to know that the likes of Persona, Zelda and Nier are also enjoying commercial success.

Filed Under: Games Tagged With: Atlus, Persona, persona 5, smt

Persona 5 released in the west

4th April 2017 By Qazimod Leave a Comment

It’s been a long time coming, but Persona 5 is finally available for western gamers. The game was first teased in late November of 2013, eventually arriving in Japan around September 2016. This week, you and I will be able to try the game ourselves – it should be available to buy on the PS Store today. Despite being a big fan of the latter games in the series, I didn’t want to flood Disposable Media with too many pre-release articles of speculation and snippets of news, not least because I was wading through that myself when trying to find substantial information from reliable sources. I highlighted a few of the trailers, shared the news of the initial February date and some details from an official stream, and pointed readers to one of the free theme giveaways. However, I saw a lot more news across other websites and if I shared every detail on these pages then it would be a complete mess. I had hoped that what I published would be reliable information relevant to the interests of people waiting for the game, and now that we’re seeing Persona 5 released this should be one of the last things I publish before putting the disc in and playing for myself.

Persona 5 released – living up to a legacy?

Persona 5 released

We’ve waited a while to see Persona 5 released, and it would be a bit of a missed opportunity to draft up so much speculation and then have nothing to add when the game finally arrives. We’ll have a review, of course, but Persona games aren’t known for their brevity, and I may well have plenty of thoughts to share along the way before coming to a verdict. Persona 3 was able to shake up the JRPG formula and fix so many issues I had with more traditional games in the genre. Persona 4 took the template of 3 and trimmed the bloated bits and the dead time into something more varied and interesting. P5 could be something special… but when I consider the standard set by the previous game, I feel like I should keep my expectations at a realistic level – if only for my own sanity. Expect more coverage of the Phantom Thieves’ adventures after we see Persona 5 released this week.

Persona 5 is out now on the PlayStation store, and should be hitting doormats around the west today.

Filed Under: Games Tagged With: Atlus, Persona, persona 5, smt

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

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

halloweenpersonaarticle2

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

halloweenpersonaarticle3

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

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