Showing posts with label Persona. Show all posts
Showing posts with label Persona. Show all posts

Monday, September 5, 2022

Persona 5 Review

 (Originally published to Glitchwave on 9/18/2020)














[Image from glitchwave.com]



Persona 5

Developer: Atlus

Publisher: Atlus

Genre(s): JRPG

Platforms: PS3, PS4

Release Date: September 15, 2016


In April of 2018, I purchased this game as a birthday gift for my then-college roommate. I wasn't all that familiar with this game, but I did know that my roommate's friends were raving about it and that my roommate didn't own it. He seemed excited about the game when I gave it to him, but he only played about 10 hours of it (which, if you've played this game, you know that progress time isn't even a sizable dent). Half a year later, I came home after a long night, and my roommate wasn't there. I decided to check out his game as a lark, and immediately after the opening disclaimer that starts this game, tons of thoughts ran through my head for the few hours I spent playing Persona 5:

Wow, this game is so vibrant! Even the menu items pop with style!

That introduction was so enthralling! Wait, the majority of this game takes place throughout recent past events told by the main character? That's a lot like Sly 3, which is one of my all-time favorite games!

Wow, that gym teacher is a total fucking asshole! I can't wait to see what's coming to him!

Just like that, a game that I revved up in my PS4 one night out of slight curiosity became a constantly invigorating journey that took up a non-consecutive 100 hours throughout the first third of 2019. I enjoyed this game so much that I played through it again immediately after finishing it, which is something I seldom do with any video game, much less one as long as Persona 5. Through the course of those two playthroughs, I fell in love with Persona 5 to the point where it is not only one of my favorite games released in the past 10 years but one of my all-time favorites.

So, why did I fall in love with Persona 5? Well, why did everyone else fall in love with Persona 5? This game was a massive hit unprecedented by anything else Atlus had put out over their 30-year course as a company. Until then, Atlus's franchises naturally fell into the cult classic territory. Persona 4 and its remastered version P4 Golden were pretty major hits, respectively, but the success of Persona 4 was mere pennies compared to Persona 5's goldmine. Persona 5 is by far the best-selling game that Atlus has ever released. Suddenly, a giant influx of new fans who weren't even slightly familiar with the previous Persona games or Shin Megami Tensei (myself included) started heralding this game as a masterpiece and as the gold standard for not only the franchise but for the JRPG genre. This massive success for Atlus does not come as a surprise. With all of the delays juxtaposed with the quality of the game's final release, it's obvious that Atlus crafted this game to ooze style and made every single aspect of this game immensely durable regarding its story, characters, gameplay, and design. Since playing through Persona 5 twice, I have also played through Persona 3 and Persona 4, the other "modern" Persona games, so my recent revisit of Persona 5 not only serves as a means to compare Persona 5 to its predecessors but gives me insight on how Persona had grown as a franchise and how savvy I've grown to be with this game revisiting it compared to when I was clueless playing it for the first time.

I've already used the word "vibrant" to describe this game, but it bears repeating. Persona 5 is probably the most vibrant game I've ever played. I don't think there is a single audible or visual aspect of this game that is underwhelming. The opening of the game before the main menu is a strikingly attractive color palette of bright crimson red on a base of white (which, personally, the two-color base white on any other striking color is a great way to get my attention for anything) and the opening theme is upbeat and infectious. Overall, Persona 3 may have my favorite soundtrack, but Persona 5's soundtrack is probably the most consistent in genre and tone. In terms of genre, Persona 5's soundtrack is somewhere in between jazz-fusion, acid jazz, and lounge. It's always in the sweet spot between Bob James, Jamiroquai, and Stereolab with some vocal jazz leanings oftentimes. The soundtrack to this game is hip, it's cool, it's smooth, and no matter what scene the soundtrack is accompanying, it stays consistent in its overall core style. I like how there's more than one piece of music to convey tension in this game rather than Persona 4's constant piano track (you know the one).

I never thought I'd be praising a game for its menus either, but that's the level of detail that this game upholds. Every time you pause in this game, the menu with all of the options makes a strangely satisfying THWAP sound that never gets tiring no matter how many times you use the menu to navigate items, skills, confidant rankings, etc. Each menu item has its distinct features where Joker and the other characters are displayed in a comic book-style animation with different poses oftentimes differing on the selected menu item. Sometimes after quitting the game for the day, I'd take the last few moments to navigate the menu because even the menus were fun to scroll through, which is a rare aspect of any game. The in-game selections are just as vibrant as well as the blue-on-white color pallet in Takemi's clinic, with a silhouette of her posing when selecting items to buy. This game also chose to switch the character dialogue models to the bottom left corner of the screen. It's not a major change, but it's still somehow much more attractive than how it was in the previous two games. The characters also look much less chibi than they did in the previous games, borrowing the art style of Catherine, another non-Shin Megami Tensei-related Atlus game. Ultimately, the changes in Persona 5 are wonderful but also necessary to modernize the franchise with the current generation. Atlus took a franchise that was already brimming with personality and elevated it to an unprecedented height not only for the series but for any video game. It is no hyperbole when I say that Persona 5 is one of the most attractive video games of all time.

The game's merit doesn't just stand on its style alone. Its story is one of the best I've played through in any game despite it also being the longest story I've played through in any game. In the 100 hours it takes to play through this game, the story never faltered, and I never became bored with it, unlike some points in the stories of Persona 3 and 4. Personas 3-5 almost act as director Katsura Hashino's "Three Colours Trilogy," in which each entry's tones and themes coincide with the ever-present base colors in each game, signifying the common tropes represented with each color. If Persona 3's blue represents grief and sadness, Persona 4's yellow represents exuberance and light, then Persona 5's red represents anger, passion, and rebellion. Those three signifiers associated with the color red are used to great effect in this game as the general theme of Persona 5 is upholding justice and rebelling against the seemingly impervious forces in society that abuse their power to constantly suppress those weaker than them.

Persona 5 starts with a mysterious, cloaked young man being pursued through a casino by shadows and what also seems like a heavily armed SWAT team. As he finds an escape route, he's holding a briefcase in one hand while his silhouetted teammates try to help him from afar. As he makes a crude exit by jumping through a stained glass window, the SWAT team overwhelms him with size, and he is taken into custody. While being interrogated, he's roughed up and drugged by the SIU agents who try to make him sign a confession for all of the hefty crimes he's allegedly committed (this is the most unorthodox way of a Persona game having you enter your name and I enjoy this way of introduction). Before they tear his limbs off, an attractive young prosecutor named Sae Nijima arrives at the interrogation room to inquire the young man about his shifty past. The beginning events of the game chronologically occur seven months earlier as the protagonist does a reverse Persona 4 and moves from the country to Tokyo, the pinnacle of a bustling city metropolis. A few months earlier, the protagonist was wrongly charged with a count of assault when he was trying to prevent the man who charged him from raping a woman. Because of his newfound criminal record, his parents kicked him out of the house and forced him to move to a quiet area of Tokyo under the custody of Shojiro Sakura, a seemingly stern owner of Leblanc, a cafe whose attic is now the protagonist's new home. The protagonist enrolls in Shujin academy, where he is already treated like a delinquent. On his way to his first day of school, he encounters a beautiful blonde girl, a floppy-haired gym teacher, and an indignant blonde teenager named Ryuji. All of these factors culminate in a phone app transporting you to seemingly another dimension in which Shujin Academy becomes a castle. Upon venturing inside, you discover that the castle's ruler is the floppy hair gym teacher you encountered earlier, except now he's donning a crown, a leopard-skin cape, and a pink thong and is also acting like a cold-blooded tyrant. Before he attempts to kill the protagonist and Ryuji, the protagonist stops him by awakening to his persona. Upon exiting the castle, they encounter a strange cat-like creature named Morgana imprisoned in a dungeon cell. Morgana explains that you're in a place called the metaverse, a cognitive otherworld represented by the reality of what people feel about themselves and the people around them. In Kamoshida's case, the castle his cognitive self was ruling over is known as a "palace," a structure created by someone with distorted desires who usually does something harmful to others or themselves in the real world. In Kamoshida's case, it is in the form of physically abusing his students and sexually harassing teenage girls. The only way to stop them from enacting these harmful things is to make them have a change of heart by stealing their treasure at the core of their palace, which would get rid of their distorted desires. . After their first job, the protagonist, Ryuji, Morgana, and the pretty blonde girl named Ann, form The Phantom Thieves of Hearts to pull off more jobs in the metaverse by changing corrupt people's hearts to reform society.

If that base plot summary sounded long-winded, it's because this game has giant stretches of exposition. This is no more apparent than in the introduction of this game which spans from the future casino escape to getting a deadline to finish Kamoshida's palace. If you thought Persona 4's opening was a long span of exposition, you're in for a real treat with Persona 5. The introduction/tutorial in this game is long enough that you almost feel like you could've completed another game in the time it took to finish this introduction. I certainly didn't mind, however, because the introduction was all this game needed to get me hooked initially. I loved the fact that the first scene of the game only foreshadowed what was to come many hours later in the game, and I had to work my way up to find out what was happening. I also loved that most of the game's story is being told from that future point by the protagonist like in Sly 3 (or probably in better examples from other media, but Sly 3 was the first video game I saw with this narrative mechanic). The events in the introduction that leads up to the first moment of normal Persona gameplay are consistently invigorating as I wanted to know more about the metaverse and what was going to happen once they stole Kamoshida's treasure and changed his heart. Once the introduction ended, and the game lets you loose, I was a little intimidated by the time limit, but I was sure that the game would give me enough time to complete the palace.

This leads to my first criticism of Persona 5 that I can state now that I've played through the other games: this game has the worst time management out of all of the "modern" Persona games. This is largely due to the vast amount of exposition throughout the game contrasted with the fact that there is so much to do in seemingly so little time. Like Persona 4, the otherworld you visit where the RPG gameplay is can only be visited in the daytime, so the character is "too tired" at night to do anything else if he has visited the otherworld previously that day. It's more of a problem in Persona 5 because there are plenty of confidants (social links), the stats are more difficult to improve, and besides the palaces, you also have to spend a lot of time in Mementos. Mementos is essentially this game's version of Tartarus except explored by descending it instead of climbing it. Mementos act as the general public's cognition in which you take on requests from the Phantom Thief Aficionado website that Mishima makes after completing the first palace. The requests are usually unresolved domestic squabbles, but they tend to get more intense as the game progresses. It's a wonder what line the game draws in discerning who is fucked up enough to get a palace because some of the people you face in Mementos are seriously disturbed. Many confidants also require you to fulfill requests in Mementos to max them out, which involves a lot of time spent in places during the daytime, which makes you unable to do anything at night. This can be resolved through a certain confidant, but you need a certain level of guts to call her to request her service, and you have to max out her confidant as well. This is why whenever you schedule a day to do the palace, do as much as possible on that day until you run out of SP. Leveraging SP in a palace can be hectic at times, but it's the only way to sufficiently give yourself enough free time for the requests, stats increases, and confidants. During my first playthrough, I had no idea what I was doing and didn't give myself enough time to raise my stats or most of the confidants. Now that I consider myself a Persona veteran, I now think that the time management factor was better implemented in Persona 3, and Persona 5 got a little too ambitious with trying to cram in all of the aspects from previous Persona games with the new features. At least you can read on the subway on your way to school to raise your stats sometimes, I guess.

I suppose that it's a good thing that the palaces in this game are always really invigorating since they are the top priority of your time spent in this game. Persona 5 swaps the randomly generated dungeon crawling format from the earlier Personas in favor of making the central palaces like Zelda dungeons with a series of different floors with different gimmicks, the occasional puzzle, and the overall multi-faceted layout that most 3D Zelda dungeons also have that make them feel so rich and engrossing. Like in Persona 4, each palace is themed and requires you to beat them in a given time or else face a colossal game over that will send you back hours of progress if you don't meet that time limit. In the case of Persona 5, there is another aspect at play with the time limit for each palace. Even though the game sets a concrete date for when a person's heart will be changed, the game recommends that you complete the palace a few days before the set date because you will need to issue a calling card. As Morgana explains, the treasure can only materialize when the person knows that their treasure is going to be stolen, so they send a calling card that looks like a ransom note on a red business card which activates the main boss of that palace, which in turn completes it upon beating the boss. Zelda dungeons WISH they could be this circuitous. Inside these dungeons are shadows, but unlike the third and fourth games, where they are an array of familiar enemies that get a tougher re-skin/color as the game progresses, they are cognitive blobs that take the form of familiar Personas during battle. Persona 5 makes a surprising move back to the original two Persona games by having you exploit the enemy's weaknesses, hold them up, and then negotiate with them to join your Persona roster. Thank god they implemented this feature back into the franchise because the shuffling mechanic in Persona 3 and 4 was bullshit. However, it is fairly difficult trying to guess which dialogue option will suffice for the specific persona even though they give you a vague personality type to work off of. It's still better than gaining a new persona by chance. On average, you will end up fighting these shadows more than the ones in the other worlds of Persona 3 and 4 because they are much more difficult to get around. To fit the theme of thievery, Persona 5 implements a percentage meter that ostensibly grows whenever the guards catch you either while trying to avoid them or if you failed an ambush. I've found that this alarm meter is more bark than bite because I swear I got the level up to 100% once, and the game did not kick me out of the palace. It is still very annoying, however. What's even more annoying and slightly hectic is the fact that you have to earn the ability to escape battles by leveling up a particular confidant that isn't even available until you finish the third palace. I understand that the game has to give you some incentive to rank up the confidants, but that's like having to unlock the ability to pause the game. It's just one of those features that shouldn't be compromised.

On the other spectrum of the game, the areas of Tokyo you visit somehow balance looking faithful to their real-life locations while still feeling like they were made for this game. What better city to base the setting of an incredibly vibrant game on than arguably the most vibrant city in the entire world? Yongen-Jaya may seem quiet for Tokyo standards, but everything from Leblanc, the clinic, the batting cages, etc. is still so lively. Shibuya is the central area between your home in Yongen-Jaya and Shujin, and it is always packed with people night and day. The subway channels are only needed a couple of times earlier in the game, but they are a nice feature that makes the city seems livelier. Shinjuku is a swankier area lit up in neon red, and Akihabara is a ward filled with arcades and electronics stores. Other than the free-roam areas, there are also "hangout spots," which include a fishing pond, a park with a big lake, a giant bridge, a couple of amusement parks, etc., which are mostly used to hang out with confidants to rank them up, or they are used as brief places in the story. Shujin Academy is underutilized in this game compared to Gekkoukan and Yasogami. The protagonist still goes to school like the others, but none of the social links/confidants are from school clubs like in the past two games thus, going to school just seems like every morning exposition before leaving the school to start your plans for that day. Most of the confidants are people outside of school except most of your partners.

I generally like the main cast of Persona 5. Each of them is likable in their own right, and they work off of each other pretty efficiently. However, as a group, I don't think they work as well as the Investigation Team in Persona 4, but they're not as sterile and formal as the members of SEES in Persona 3. Many of the main characters are more fleshed-out and likable versions of the main characters from Persona 3.

Ryuji is the dumb best friend character more similar to Junpei from Persona 3 than Yosuke in Persona 4. He's essentially the comic relief character, and I enjoyed his presence the first time I played through this game. After playing the other games with similar characters, I don't like Ryuji as much as I once did. Junpei may have been obnoxious and dumb at first, but he grows as a character over time and becomes much more likable by the end of the game. Ryuji, on the other hand, stays the same obnoxious, boorish idiot as he was on your first day of school. His constant banter with Morgana is always amusing, and he's a lively character, but realistically, if I had a friend like Ryuji, I'd want to kick his ass after a while. The stupid best friend trope was done so much better in previous games because they weren't used solely as comic relief.

Morgana is a talking cat you meet in the metaverse while exploring the first palace in the introduction. He fervently claims he's not a cat, but he is indeed a cat. Essentially, he's Persona 5's Teddie. He's a mysterious creature that comes from the other world, he's an animal (or in an animal's form), he's the team navigator for a little while until someone takes his place, and he has amnesia. Morgana forms your group as a means to help him gain his memory back and possibly turn into a human. Besides being the navigator and one of the first party members, he also turns into a car in Mementos which is surprisingly incredibly smooth to control. The only difference between Morgana and Teddie is that Morgana follows you around like Ash's Pikachu at every waking moment of the game after the introduction. If this was the same case as with Teddie, I'd eventually have to murder him, but this is not the case with Morgana. Morgana is not a character without his flaws. He's not as annoying as Teddie; however, he has a habit of acting like a smarmy, know-it-all shithead a lot of the time. As I said before, his banter with Ryuji is always amusing, but usually, it's debatable whether or not Ryuji deserves it or not. I guess two strong personalities measured up with an extent of insecurity on both sides usually clash together. Morgana also has a crush on Ann that is never resolved and usually results in tons of embarrassing moments where Morgana proverbially tips his fedora to Ann in almost every scene where they are together. It's like your meme-spewing, crusty friend going after the hot cheerleader. You don't say anything for the sake of their feelings, but every interaction between them makes you cringe.

Speaking of the hot cheerleader, Ann is the last original member of your group after another confrontation in Kamoshida's castle in the introduction. She's like Yukari in that she's the pretty, fashionable girl with a quarrelsome dynamic with the idiot best friend character with some slightly hinted sexual tension. Unlike Yukari, Ann is much more tolerable as a person. She's a girly girl, but she has a strong, willful demeanor that makes her likable (and doesn't act like she has a giant stick up their ass like Yukari). She expresses that her struggle comes from being so naturally beautiful that all the girls resent her and the boys are too intimidated to approach her. I'd argue that this situation is unrealistic, but maybe it's different in Japan. Her will comes from her strong relationship with her friend Shiho which becomes greatly tested during the Kamoshida arc in this game.

Yusuke is the first member to join the group after the Phantom Thieves are established. He's a tall, lanky blue-haired boy with a deep voice who attends a prestigious neighboring academy on an art scholarship. He encounters the Phantom Thieves after pursuing Ann to potentially paint her nude. In my Persona 3 review, I mentioned that Yusuke reminded me of Akihiko because they were both stern party members, but this comparison doesn't hold true to me anymore. Yusuke is an eccentric who lives in his isolated bubble, giving him a passionate but skewed perspective on everything. He's also a tad flamboyant. He's a character that fits the group dynamic just fine, but I was always a little hesitant to hang out with him as a confidant.

Makoto is the next member to join your group and my favorite party member. She is also the younger sister of Sae Nijima, the woman that has been interrogating you for the duration of the game thus far. She reminds me a lot of Mitsuru from Persona 3 in that she's the student council president, and her social link/confidant involves her breaking out of her shell. Unlike many of the other members, she's the only one with a solid character arc. She starts as a threat to the Phantom Thieves because she's been sent by Shujin's principal to do some snooping work to find who they are. She seems like a prudish, nosy bitch until upon discovering that she wants to join your group to take down Kaneshiro. Once she joins your party, she gains a badass nuclear bike persona with a skin-tight spike studded outfit to boot. She becomes so much more likable throughout the game that you tend to forget the bad first impressions that you had of her. Her insight and acumen also lead her to become the de facto co-leader or advisor of the Phantom Thieves as well.

Futaba is a shy, petite red-headed girl who becomes the metaverse navigator after completing her palace. She's also very timid around people she doesn't know due to past trauma and her incredibly sedentary lifestyle. Let's just say she's the hermit arcana for a reason. When she's around friends or her adoptive dad Sojiro, she tends to be quippy and brash. She's also a nerdy tech whiz whose skill far surpasses mostly anyone in Tokyo. She's a vital asset to the team and has an endearing charm to her.

Haru is the daughter of the CEO of Okumura Foods, who joins your party in the middle of the game when her father becomes the top targeted person on the Phantoms Thieves website. She mostly joins the team by circumstance in a confusing scenario where Morgana brings her into her father's palace, and her persona is only half-awakened somehow. Haru is the only weak link in this game's party members as she joins the team way too late into the game to establish herself as an interesting character. It worked in Persona 4's case because Naoto was already an established character before she joined your team, and she has some stake in the ending events of the game, but with Haru, it's not the same case. Like Fuuka, she's shy, polite, soft-spoken, and submissive, especially in the case of her arranged fiance. Her confidant also involves becoming better at cooking which has already been played out to death in these games.

The other non-party member confidants/social links kind of pale in comparison to the ones in Persona 4, but they aren't as insufferable as some of the ones in Persona 3 (except for Ohya, who is like hanging out with your drunk aunt). The most notable ones are Sojiro, your guardian, and Sae, the woman who interrogates you after you get caught by the police. Unlike Dojima from Persona 4, who automatically feels some connection to you through being blood-related, you have to earn Dojima's trust and respect. For the first half of the game, Sojiro treats you like dirt because of your criminal record and takes you in seemingly as a way to challenge himself and out of pity for you. He even utters a mumbled groan every time you return to Leblanc in the evening. As the game progresses, you learn that Sojiro is nothing but a big ol' clueless softy, and his newfound liking for you is both adorable and gratifying. Sae's confidant is a special one because it ranks up automatically, and her interrogation serves to divide the game into chapters. This happens every time you conquer a palace or start a new confidant. Some of the flash-forwards into the long interrogation scene start to get ridiculous; however, in particular to Shinya and Haru, in which Sae essentially screams at you and says, "WHO TAUGHT YOU HOW TO COOK VEGETABLES AND PLAY VIDEO GAMES!? ANSWER ME!' Go home, Sae. You're off this case.


As for the rest of the non-party member's confidants, they range from being fairly interesting to being underwhelming. They also range in terms of usefulness, so I'd skip some of them if it's your first playthrough of the game to rank up on stats and other confidants. Many of them also involve changing someone's heart in Mementos to fully rank up their confidant, so that will take even more time out of the game. The most useful ones to rank up are Chihaya, Kawakami, Hifumi (this is where you will get that precious escape battle "skill"), Takemi, Yoshida, and Mishima. Yes, I know Mishima is hard to stomach because he's a sycophantic dweeb, but his confidant perk is incredibly useful. There is also a disturbing amount of dateable older women in this game. The nurse in Persona 4 was ready to jump your bones from the moment she first saw you, but even then, the game wouldn't let you do it. Persona 5 is a different beast, and you can screw the older women to your heart's content.

I'd be remiss if I didn't discuss the villains, considering they are at the forefront of this game and its themes of rebelling against society. This game also has a thematic trend similar to the seven deadly sins. The PS4 trophies tell you what each main palace villain's sin is, but I disagree with some of their assertions.

Kamoshida is the first main palace villain in this game, and I'll be damned if he isn't the strongest in his plot arc. He's a former Olympic gymnast turned high school volleyball team coach that seems like the golden nugget of the prestigious Shujin Academy. He also physically abuses his students to the point where they have very dark visible bruises on them, and he's a sexual predator who tries to sleep with an array of Shujn girls, namely Ann. When Ann refuses his advances towards him, he beats the shit out of her friend Shiho to the point where Shiho tries to commit suicide by jumping off of the top floor of the school. He also leaked Joker's criminal record to the school, giving him an immediate bad reputation, and he crippled Ryuji for a while because he saw that the track team rivaled the attention of his "glorious" volleyball team. This game makes you hate this man so much, and it's so effective at making you want to get back at him for everything he's done. He is a fantastic villain to start the game off with. He represents the sin of lust because of his pervy attraction to the underage girls at Shujin and his lust for glory to build his illusions of grandeur.

Madarame represents the sin of pride (no, it's not vanity as they say because vanity is not a specific deadly sin). He's a famous Japanese artist and a teacher who has taken Yusuke as a pupil and is also housing him. It turns out that Madarame is an untalented hack who steals from his students to make a profit off of them and get receive credit for them. When I was first playing through this game and learned that the next target was also a teacher that was abusing their students, I thought this game had already become stagnant, but that was not the case. It was at this point that I started to fall in love with this game. The moment where Ann is trying to distract Yusuke by agreeing to be painted nude while Morgana tries to open the lock on the door with Joker and Ryuji outside of the door in the palace was like something from a final operation in Sly Cooper, and it's one of my favorite moments in the game.

Kaneshiro is a mob boss who represents the sin of gluttony. Whether it's because of his insatiable appetite for money or because he's fat is up to the player. His heinous crimes include not only being a huge factor in the Tokyo underground drug trade but forcing students into debt and having them work it off through human trafficking. When Makoto forcibly encounters Kaneshiro, this is what he intends to have her do until they change his heart. I don't if it's because I don't find a bank to be a particularly interesting place to explore or because Kaneshiro isn't all that interesting, but his palace is not one of the highlights of this game for me. Maybe it's because of Kaneshiro's strange lisp.

Futaba's palace may be a change of course for this game, seeing as she's not a villain, but her palace is my favorite nonetheless. Futaba represents the sin of sloth as she depreciates in her room due to unresolved trauma involving the death of her mother. This is when Persona 5 takes notes from Persona 4 and blows every partner-themed dungeon from that game out of the water. Futaba's palace looks fantastic, the theme is one of my favorite tracks in the game, and it expertly mixes dungeon layout with puzzles incredibly well. I'm not sure if I'm a fan of this palace's boss, however. An evil giant beast with Futaba's mom's human head on it is kind of gross.

Okumura's palace seems to be the unanimous least favorite among fans of this game. For one, Okumura doesn't seem as insidious as a villain as the other three. He represents the sin of greed as he works his employees to the bone, but there is no real underlying scandal except if you count his ties with Shido. His space palace is a long arduous task, and the final space vent puzzle can fuck right off. Even after three playthroughs of this game, I can never tell if I just have luck on my side when I finally accomplish this

Sae Nijima, yes, prosecutor Sae Nijima, is the host of the casino palace where the game comes full circle to the present day. She, of course, is not an insidious villain, but she is an obstacle for the Phantom Thieves hence why they choose to steal her treasure. She represents the sin of envy as she envies the men in her field who she feels have an easier time becoming successful in her field than she does or ever did. Her palace is a casino because of the outcome of her work standing becoming up to a game of chance. This palace does have its tedious moments, but it is probably the most vibrant palace in the game,

Shido is the most popular candidate in the election to become the future prime minister of Japan and is the last formal palace in the game. He's also a complete homicidal sociopath who represents the sin of wrath. He's also the man who is directly responsible for coordinating the mental shutdowns, and he's the man who pressed charges on Joker, ruining his life and giving him a criminal record. He is not someone to be taken lightly. His palace is a cruise ship that represents his prestigious status and also his plan to steer the country after he gets elected, mostly for his benefit. Shido's palace is easily the longest one and also the most difficult as you have to fight five different mini-bosses to get to Shido, and there are also long periods where you are transformed into defenseless rats and can't fight. The length alone of Shido's palace certainly makes him feel like a formidable foe if all of the other factors don't already.

The is another important character in Persona 5 that is in a league of his own. He's both a partner and a villain, but not either all the same. His name is Goro Akechi. Goro Akechi is a celebrity teenage detective, kind of like Naoto in Persona 4, but his popularity is also due to his appeal to younger audiences. I guess to make teenage girls interested in what's going on around them, you have to have an inoffensive effeminate teenage boy at the helm of political media discourse. Once you meet him at the TV station, he sort of becomes Joker's rival, whether he's aware of it at first or not. He also publicly disapproves of the Phantom Thieves' actions, swaying public opinion because of the moral grey area of their actions which surprisingly makes the Phantom Thieves questions themselves. In reality, it's to take the attention off of himself. It's alluded to early in the game that another person is using the metaverse to conduct mental shutdowns. We see this first hand when a tall black figure shoots Okumura dead in his palace, and then he dies in real life. After this happens and the public turns on the Phantom Thieves, Akechi aids them in taking down Sae's palace, but this is only to organize the SWAT team that ambushes Joker and takes him into custody. After the interrogation is finished and the events of the game come full circle, Akechi enters the room and shoots Joker dead in the face revealing himself to be the person who set the Phantom Thieves up and the person who enacted the mental shutdowns. It's no surprise that Akechi is the one who betrays the Phantom Thieves. Anybody as delightfully positive as Akechi is suspect, especially in a Persona game.

The surprising part is how the Phantom Thieves combated his schemes. After Joker is shot in the head, he is presumed dead by everyone, but his teammates had a trick up their sleeves. They already suspected that Akechi would betray them, so they set up an elaborate scheme in which Akechi would shoot the cognitive version of Joker in the metaverse, and Joker would just sit back and laugh. Why did they suspect Akechi? Because several months earlier, he heard Morgana talking about pancakes meaning that Akechi had already been to the metaverse earlier than he stated. This twist plot reversal is known to the player after everything had already been done, so the first time I played through this game, I was astounded at how they set this up and the reason why they did. Once Akechi figures out that Joker is still alive and the Phantom Thieves are still together, he follows them into Shido's palace and tries to finish them using all of his power, revealing himself to be a psychotic brat. So much for the charming persona he upheld. Through the battle, you learn that Akechi is just a sad young man who just wanted to be loved and accepted, and he thinks he's accomplished this by heeding Shido's whim, but as he is lying there defeated, Shido's cognitive version of Akechi comes to finish him off. It's quite an emotional rollercoaster. Surprisingly, I liked Akechi much more as a character when he revealed his true motivations. I felt like I had to stomach the smug bastard whenever he came up to me and combated my hostility towards him with a smile and a passive response. He's much more of a threat in the game than Adachi ever was because Akechi is far more capable. Akechi is a gifted mess, and his character brings an interesting point of having talent and potential being corrupted by adult figures in their formative years.

By the end of Shido's palace, it seems like the biggest enemy has been conquered, and the Phantom Thieves can disband. However, we all know that every Persona game ends with killing God, so you know that the game isn't over yet. It's here where Persona 5 goes full Thomas Hobbes on us with philosophies dealing with free will and human behavior. After defeating Shido, his cronies desperately backpedal to cover their asses, so they sway public opinion away from the Phantom Thieves making it seem like they never existed. The Phantom Thieves investigate the root of this problem in the depths of Mementos to find a giant holy grail figure, the general public's treasure. This holy grail puts the general public in a state of tranquility, free of any tangible desires, because humans are full of sin and will innately act on those twisted desires if not kept in check. The grail proves to be too mighty as it seems to erase the Phantom Thieves. Joker appears in the Velvet Room as Igor wishes to have him executed for failing to stop the "ruin" of humanity when it's revealed that Igor didn't get a new voice actor. The Igor you've been interacting with IS the holy grail in Mementos, and he was using Joker and the rest of the Phantom Thieves to enact the ruin of humanity. Never trust anyone in a Persona game, kids. The real Igor is revealed after the Velvet Room twins dispose of the fake. Real Igor also brings the Morgana arc full circle by announcing that he was created to help Joker stop the holy grail. Once you defeat the holy grail, it turns into Yaldabaoth. His fight is grand, and he is the only main boss in this game. I had to grind for a bit before defeating him. As far as a god figure representing a core theme in the game, I'm not sure if he's as satisfying as a conclusion to the game as Shido. This is the point where Persona 5 airtight story starts to lose momentum. It's not that the holy grail doesn't fit the game's themes, but it feels like such a pace breaker in the middle of the game. It does feel satisfying to finish off the final boss with a kill shot while everyone is cheering you on from the streets below.

I'm glad that Atlus took their time with this game. I feel that if this game had come out a little after the release of Persona 4, the game wouldn't have been as stylish, intricate, and invigorating as it proved to be due to technical limitations. This was Persona for the next generation, and it delivered something that I would consider to be the full potential of the franchise. In the first few hours of this game, I couldn't take myself away from it, which led to a constant feeling to play it even more and find out what was going to happen and then play it again soon after to pick up the missing pieces. Every Persona game I've played has its strengths and weaknesses, but Persona 5 is what I consider the gold standard for the franchise.


(Originally published to Glitchwave on 1/26/2021)



















[Image from glitchwave.com]


Persona 5: Royal

Category: Expanded Game

Release Date: October 31, 2019


Like Persona 3 FES and Persona 4: Golden, P5 Royal is a remastered edition with extra features to the base game sold separately years after the release of the original. Atlus seems to love making everyone who buys their games immediately feel like suckers, but every Persona fan buys into it nonetheless, and we knew that they were going to release something like this years ahead of time. P5 Royal adds new characters, new gameplay modes, and new battle features, and a whole 20+ hour chunk of time to the base game by adding a third semester after December. The refurbished versions of each Persona game are supposed to be the optimal versions of each subsequent game, but considering how the original Persona 5 immediately became one of my all-time favorites, were all of these changes necessary? Not really, but since I've played Persona 5 Royal, I can't imagine the game without these changes. I've been spoiled, and I'm loving it. Technically, Persona 5 Royal has now dethroned the original Persona 5 as not only my favorite Persona game, but one of my all-time favorites.

I initially thought that the changes that P5 Royal added would just amount to what seemed like what could have been DLC added to the end of the game. I thought that it would be like "The Answer" in Persona 3: FES. I'm glad I was wrong because Atlus somehow improved what was already solid in the base game and made it practically flawless. The additional district of Kichijoji is swanky and robust and incorporates a dart mini-game that is actually quite enjoyable. Each partner immediately has the ability to baton pass diversifying the range of team building at any point in the game instead of unlocking the ability through ranking up confidants. You don't have to unlock the escape option, but ranking up Hifumi's confidant gives your partners the ability to swap each other out of battle. If you don't select the optimal response during a confidant, Royal gives you a second chance with extra points through phone conversations after every confidant. Morgana/Futaba will tell you the temperament of a shadow to make it easier to communicate with it. This list of changes continues of course, but my main point in highlighting these is that these weren't needed to improve on the original game, but they are certainly welcome because they make the experience much smoother. The only major gripe, as I initially said about the original PS5 was juggling time management. This was the only negative aspect of Persona 5 that I thought Personas 3 and 4 had the advantage over. However, Royal's time management is much more lenient. Even after you've been in the Metaverse, you can still raise your stats at home without having to call Kawakami. Thank the lords. My one major grievance was annulled and now this game is perfect. Right?

...It's all a little too perfect. The caveat for all of these smooth changes is that they've made the game a little too easy, and I don't think it's because I've played through this game four times. I even played Royal on hard mode and it only felt like a substantial challenge at certain points rather than offering a consistent level of difficulty. Of course, Persona 5 was already easier than the previous two games, but not to the point where I questioned the quality of it. In the social-life aspects of this game, the more accessible route of having the player raise their stats anytime at home makes the time crunch of raising your stats with ranking up confidants in one playthrough much less strenuous. I'd argue this is a good thing, but the whole process felt less rewarding to me. In battle, you'll unlock "showtime moves" in which two of your partners perform very flashy, over-the-top finishing moves targeting one enemy. These new battle mechanics are entertaining, but they are all incredibly overpowered and occur so often. It happens so often that it feels like the game is bailing you out of getting a game over. In fact, the showtime move seems to trigger almost every time you might be on the verge of dying. It's a shame that these moves get so tiring because of how well they fit with the style of this game.

The new characters added to the base game worried me a bit. The story of the original Persona 5 is one of my favorites in any video game I've played and adding characters to an already established story can verge on the uncanny. Judging from the quality of both Metis and Marie, Atlus have struggled finding a comfortable spot for the additional characters, but this is not the case for the new characters in P5 Royal. Altus managed to organically place these new characters without disrupting the pacing of the story. It also helps that these characters add an extra layer of depth to Persona 5 and it's premise that I had no idea that it needed.

Dr. Takuto Maruki is the new guidance counselor at Shujin Academy that provides his aid after the Kamoshida palace. I guess it would make sense to hire a guidance counselor on short notice considering what Kamoshida did. There are many points in which Joker and his partners seek his aid throughout the game (even Yosuke who despite not being a student at Shujin is fascinated with the man and wants his input anyways as a way for every partner to become exposed to him) and Joker's confidant with him involves helping him with his research in cognitive psience. He's a young, tall, clumsy, unassuming man that fulfills his role as a high school counselor adequately (always complete with an assortment of healthy snacks). However, if these games have taught me anything, it's to always keep a watch out for the ones that seem the least assuming. Maruki made me indifferent about ranking up his confidant during the base game, but visiting his office is more than worth it as we see Maruki's character arc unfold in the third semester.

Kasumi Yoshizawa is a first-year transfer student at Shujin Academy. She goes to Shujin Academy on a gymnastics scholarship giving her a prestigious role in the school. This reputation only garners contention from her peers and puts a lot of pressure on her as well. I was worried about Kasumi being introduced in this game because I knew that she was going to be the new inclusion to the Phantom Thieves beforehand. This game already had issues with introducing characters after a certain point in the story (Haru), so I didn't have exceeding expectations for a character that I thought was going to be shoe-horned incredibly late into a story that was already finished. Fortunately, Kasumi is introduced as early as the first palace of the game and makes an appearance every so often that the player will naturally become used to Kasumi being in the game even if they played the original Persona 5. Now if only they could have done the same for Haru. I started to get attached to Kasumi every time she'd whisk Joker away to have the player explore more of her character arc (and as not to disrupt the flow of the already established base game). She's spunky, polite, motivated, and wears an adorable, radiant red ribbon in her hair. If things had gone as planned, I would've romanced her and only her in my first playthrough of P5 Royal.

The changes to the base game are merely small hat to the real meat of the P5 Royal experience. The third semester of this game is by far the main selling point. It is here that I have a confession to make: I had to play through Persona 5 Royal twice to unlock the third semester. In the first run of any Persona game, I mainly focus on leveling ups stats and focusing on confidants pertaining to my party members so they aren't useless in battle. To unlock the third semester, you have to fully rank up the confidants of the new characters, Dr. Maruki and Kasumi, and Akechi who does not rank up automatically like in vanilla Persona 5. The only character I maxed out was Kasumi because of course I'm going to max out the cute new girl. Dr. Maruki at least had some useful perks, but didn't entice me enough to keep visiting him. As for Akechi...well, I fucking hate Akechi. I'd rather have Ohya throw up all over me than have to hang out with that smarmy psychopath, so of course I ignored him. Persona games have many routes that lead to undesired endings, but not ones that lock you out of the good/true ending several hours before the game ends. I prepared myself for another 100+ hours and unlocked the third semester on my second playthrough of P5 Royal.

The third semester essentially revolves around the three new confidants available to rank up during the base game. It makes sense given that the game locks you out of it if you don't rank up those specific three characters. Firstly, if you rank up Akechi's confidant, he'll take your place in a holding cell to testify against Shido. You get to revel in holiday festivities with your friends, but you wake up on New Years Day in an episode of The Twilight Zone. A hunky anime boy with blue hair is sleeping in your bed and people that are supposed to be dead are up and about without anyone questioning it. However, everyone seems to be extremely happy with this alternate reality, so you just let everything be. The only person who is aware of how bizarre things are is Akechi who has miraculously gotten himself out of jail. You work together with him to find out who is behind all of this in a new palace that has somehow materialized outside of the metaverse. To no one's surprise, the palace's ruler is Dr. Maruki. With the completion of his cognitive research, he has created the ideal alternate reality for all of the Phantom Thieves (ie. Shiho is out of the hospital, Morgana is human, Futaba's mom is alive, etc.) He has taken the Holy Grail's place as the ruler of the metaverse and is using his new ability to adulterate reality to the point where everyone is happily living their ideal lives. Once you go around being a total buzzkill, your friends come to their senses and help you bring reality back to what it was and stop Maruki from getting too ahead of himself more than he already has.

The content of the third semester had to be gigantic in scale. Every ending to a Persona game involves killing a god, so how does one top that? How does Maruki compare to Yaldabaoth as a worthy opponent to end the game on? Also, while examining the content in the third semester, I struggled to find the relevance that all of this had to the core themes of rebellion in the base game. It more or less reminded me of of the themes of Persona 3 and 4 in that the characters are masking their grief by divulging in this fabricated reality. The theme of rebellion is only present as the palace progresses as you reject every proposition Maruki gives you to accept this reality. If you accept his proposal, the ending you get isn't even really a bad one because everyone (literally) lives happily ever after. It should be obvious at this point of the game that you're supposed to oppose this reality and fight Maruki, but your choice isn't as obvious as it was with other palace rulers. This is why I'd argue that Maruki is the best villain in the entire game because he isn't as cartoonishly evil as the other villains. His motivations for using the metaverse are seemingly selfless and the game takes several instances to make you reconsider what you're doing. As you progress through his palace, you learn that he has used his research to aid trauma victims in coping with post-traumatic stress disorder, and quite effectively as well. He uses it on his ex-girlfriend who was shaken up by the demise of both of her parents. More importantly to the plot, he used it on Kasumi, or should I say Sumire, after she indirectly caused her sister to be killed in a traffic accident. Yes, that's the big reveal behind Kasumi's character. She has taken the role of her sister because she feels like she caused her death and thus ended her potentially lucrative gymnastics career. To end her guilt, Maruki convinces Sumire that she is Kasumi to take her stead as the gifted gymnast so she can live out her destiny. The moment when Sumire remembers who she really is during Maruki's palace is quite shocking and makes quite the argument for Maruki and his research.

Ultimately, to get the true ending of the game, you have to rebel against Maruki and fight your way back to the less than optimal true reality where people have died and or suffered. Unfortunately, you have to do this with Akechi by your side and he's just as insufferable as ever. He's past the point of being prim and proper and just acts like the fucking lunatic he is. The problem is that he really puts it on heavy with the psychotic ramblings as he never shuts the fuck up during battle. He constantly laughs maniacally and never stops saying edgy things that make me wince. He's one step from being a smarmy Shadow the Hedgehog. Akechi, you don't need to prove to anyone how damaged and crazy you are. Your performance in the boiler room of Shido's palace was convincing enough. To make matters worse, he is your only partner for the first few hours of the third semester, so you can't swap him out for someone else. I'd say something like "kill me now", but I don't want to give Akechi the satisfaction.

If you need a reason to oppose Maruki besides the fact that the game wants you to, take a look at his palace. It's white all over without even a speck of character making it look eerily sterile like a doctor's office with too much lighting. It's what I imagine the inside of the Scientology headquarters to look like. In fact, Maruki's vision of himself and his desired reality is a bit like Scientology. He wants to wash away people's humanity by offering artificial bliss. There is even a "garden of Eden" section of this palace where Maruki's patients are in a place of eternal ecstasy. Didn't I read about this on a pamphlet at some point? Even Maruki might seem benevolent, his ego makes him a borderline cult leader. His final boss is even just as grandiose as Yaldabaoth making a case against Maruki and giving us a final boss as satisfying as the previous one.

200 hours later, I can hardly remember what the original Persona 5 was like without the changes and this was the game that immediately became one of my favorite games over night. Persona 5 Royal eclipses the original in every single way even with the questionable changes. The new characters are great and the third semester as a whole is fantastic. It's like Atlus pampered every Persona fan and now we're spoiled. Now if you'll excuse me, I'll be taking Ryuji to the cleaners in a game of Tycoon in the Thieves Den.

Persona 4 Review

 (Originally published to Glitchwave on 7/20/2020)












[Image from igdb.com]


Persona 4

Developer: Atlus

Publisher: Atlus

Genre(s): JRPG

Platforms: PS2

Release Date:  July 10, 2008




Disclaimer: This review will be based on the original 2008 Persona 4 for the PS2. Anything added or omitted in P4 Golden will not be mentioned in this review because that is not the version I sank 70 hours into.

There isn't a clear franchise favorite among those in the Persona fanbase. My favorite is Persona 5 because it introduced me to the franchise and has so much material and polish that I can even argue that it's the best Persona game on an objective scale. Nevertheless, most people that love the series as much as I do will disagree with me on my favorite just as much as I will disagree with theirs. Usually, it's always between Personas 3, 4, and 5 because they are the games in the franchise that created the mold and foundation for the contrast between overwrought, otherworldly world-saving, and Japanese teenager life. At the same time, the first two Personas are pretty rudimentary in comparison. I always seemed to get the impression that Persona 4, most people's favorite Persona game, even after Persona 5, in my opinion, has perfected the formula that Persona 3 and 4 founded. Persona 4 was also the last Persona out of 3,4 and 5 that I played, so I have plenty of room to compare the 3 games and judge Persona 4 on its own merits. I almost expected that I would enjoy this game just as much, if not even more than Persona 5 because of its high reputation among Persona fans, but that didn't quite happen. I enjoyed my time with Persona 4 like the other games, but it has flaws that cannot be ignored.

Persona 4, or "country-ass Persona" (the unofficial name I have coined myself), has the reverse set-up from the other Persona games. Instead of the protagonist moving from their quaint town to the big city, you move from the big city to the quiet town of Inaba. It's as if the protagonist of Persona 4 moved to the Japanese equivalent of my hometown and went to my rural public high school (even though they still wear uniforms). Instead of going to malls, clubs, and crowded city cafes, you hang out on riverbeds, peruse little shops, and frequent grocery stores with outdoor seating. Yep, this sounds a lot like my hometown, alright. The protagonist stays with his police chief uncle Dojima and his seven-year-old daughter Nanako. During the stay, Dojima is investigating a string of mysterious murders that have been occurring in town. The first victim was a female commentator recently in the news for cheating on her politician husband. In your first week in Inaba, another murder occurs, but this time it's a high school girl that discovers the body of the commentator. The husband is perceived as the murderer until some inconclusive evidence emerges that leads the police to believe that he isn't the culprit. Meanwhile, you discover something called "the Midnight Channel," which depicts people from Inaba silhouetted in a shadow exposing personal desires and details about themselves. You start to notice that the people appearing on this channel are the people that have been showing up dead, so you start to make connections that this channel may have something to do with the murders. Once you and your friends discover that you can go through the TV dimension, you try to save those who are appearing on the Midnight Channel, starting with a girl from school named Yukiko. Throughout the game, several people appear on the Midnight Channel, and it is up to you and your friends to save them, discover the secrets of this mysterious channel, and find the culprit behind the murders.

This game is more often than not compared to Scooby-Doo. This is mostly a joke, but I can see some validity in comparing the two. Unlike the gloomy, melancholic atmosphere permeating Persona 3, Persona 4 is the exact opposite. This game is very bright, cheerful, and happy. The soundtrack also follows the same course as it is incredibly poppy and cheerful as well. There is a reason why the color scheme is bright yellow. Yellow is a color that is bright and sunny, which is indicative of the joyous atmosphere that the game revels in. Persona 4 isn't all fun and games with friends however, there is still a murder case to be solved. Just like how Persona 3 juxtaposed the lighter moments with the darker foreground, Persona 4 juxtaposes the darker moments with the lighter foreground. This amounts to Persona 4 having quite a few issues with its overall tone. The tone is often a little too light-hearted for its plot. How can I giggle with the character's banter after seeing a lifeless teenage girl wrapped around a telephone pole? It's probably the ghastliest image in the entire series, and the characters don't seem impacted by this in the same way as I was as the player (except for Yosuke, but that's well after the fact). They just lace up their proverbial bootstraps and say, "let's solve the mystery, guys!" like the characters in Scooby-Doo. It feels odd because there feels like there should be some edge and impact to what is going on around these characters, considering the nature of the circumstances. Because Scooby-Doo doesn't have this impact because it's a kid's cartoon, the tone feels unbalanced. The jovial nature the game tries to convey contrasted with the grim, serious nature of murder leaves the game feeling a little weird and creepy. Sometimes it works, making the creepiness of the game a point of interest for me, and other times the Scooby-Doo comparisons are pretty apt. This brighter tone works much better during the breaks between the plot, like the camping trip and the beauty contest, because these are light-hearted romps that warrant a more comedic tone. It's at this point that the overall tone of the game becomes infectious, and I had a lot of fun with the game's presentation.

Regarding the gameplay, Persona 4 plays almost exactly like Persona 3. Both games were on the same system, so I suppose it's pretty natural that both games would play pretty similarly. Regardless of the system, a sequel should build off of the foundation laid out by the previous titles and expand upon it, and Persona 4 does that only slightly. However, those slight changes make a world of difference. In my Persona 3 review, I mentioned that being unable to control your partners during combat made my blood boil. During the first TV dungeon, when Yosuke automatically did Garu on an enemy, a pang of dread rushed throughout my body. My anxious feeling was relieved when I discovered that you can fix this by choosing to control each partner in the tactics menu once they join your team. Although, why anyone would choose to let AI control your partners is beyond me. You have the option to guard against attacks now, which is a godsend, and there are now special moves your partners can learn through social links that knock the enemies down. The overall control in this game is also a lot less stilted than in Persona 3, making navigating through menus and such a lot breezier. Thank God for all of these changes. No longer would a partner's Marin Karin cost me the battle making me lose my progress and my sanity as well.

As per usual, Persona 4 is a gameplay balance of otherworldly dungeon crawler and Japanese high school life. In the real world, you work on increasing stats and establishing bonds with the characters surrounding you, including your partners. In terms of this aspect, Persona 4 executes this much less favorably than Persona 3. For one, instead of going dungeon crawling at night like in Persona 3, you go to the TV world during the day, which is when most of the social links are available. There are two more total stats to increase than in Persona 3 and some of the stats have selective opportunities to be increased, making it much more difficult to max them out by the end of the game. It also doesn't help that the protagonist can't (technically) go outside at night throughout the entire game. This is because of a plot mechanic that involves your ignorant but concerned uncle not allowing you to roam around outside because there is a murderer loose in town and he works late, so you are obligated to watch over his daughter after dark. However, you can accept night jobs working in a hospital, accept a tutoring job, and go fishing. You just have to select which of those you will do at the front door of the Dojima residence rather than going to the locations yourself. Is the protagonist doing this behind Dojima's back or does Dojima not care that his nephew is in potential danger roaming around outside as long as he is being responsible and making money? Either way, I vastly prefer being able to manually visit certain areas at night on my own. At home, you can increase some of your stats and rank up the Nanako and Dojima social links. You can also increase the chance of ranking up a social link randomly sometimes by dreaming about a certain person. In my own experience, dreaming about someone makes your relationship more perturbing than enriching, but at least Persona 4 makes an effort to increase your stats while trying to juggle their plot-enforced curfew.

On the other side of the Persona coin, the action, dungeon-crawling gameplay is in the TV world, a yellow, staticky place that looks like a TV studio with a thick fog covering it. Once someone appears on the Midnight Channel, their levels open, representing their internal feelings and desires. These levels are themed and range from castles hot springs, strip clubs, etc. Overall, the TV world is the most underwhelming dimension out of Personas 3, 4, and 5. I don't know whether or not I've been spoiled from playing Persona 5 first, but the themed dungeons aren't very intricate because their progression is randomly generated like Tartarus in Persona 3. Only some of the levels, like the retro, 8-bit level, and maybe the secret laboratory, are the only levels that warrant a labyrinthine design, while the others don't. What strip club is hard to navigate through? I think that this works better in Persona 3 because Tartarus was a steady climb upwards, and it had a dark, surreal nature to it that warranted unpredictability in its design. Persona 4's dungeons feel like they should be complex and multi-faceted like the palaces in Persona 5 but play exactly like Tartarus, which is why this didn't work for me.

Unlike Persona 3, the individual level and its boss must be completed by a certain date or else the human host of the level will die. Unlike Persona's 3 and 5, there is no countdown in the top right corner signifying how many days you have left to complete the boss. Rather, the game implements a weather mechanic that states that the dungeon host dies after continuous days of rain. This is rather confusing because the game doesn't tell you that "continuous rain" means two days of rain and that the last day for the boss is on the second rainy day, not the day after. This is something that you'll get the hang of as the game progresses, but I much prefer the countdown like in the other games because it's much easier to measure how much time you have left. The pacing of the dungeons is a little easier than in Persona 3 but adds plenty of confusing aspects. If you were determined enough to get to the highest level of Tartarus in one day, you absolutely could. You could grind and return to the entrance whenever needed if you got to a floor with a teleport gem. In Persona 4, it's a little more complicated. You can leave the dungeon whenever you want, but to leave, you have to have an item called a "goho-m" unless you want to persevere and get to the last floor before the boss. The game doesn't tell you that you have to buy these items at the store in town, which is something I wish I knew beforehand before starting the first dungeon. Once you return to the entrance, your HP and SP are not restored like in the previous game. There is, however, a fox that joins you after the first dungeon that replenishes your SP, but it is very expensive. The only way to knock down the price is to complete requests that coincide with fox's social link. Needless to say, I found all of these extra steps to be cryptic and unnecessary. Speaking of cryptic, unlocking the dungeons in the TV world is probably my least favorite aspect of the game because they are always so painstakingly cryptic and circuitous. You look around town asking people about the missing person and looking for clues, but most of the time, you already know plenty about the person in question, and the game isn't very straightforward about who to ask for information. Instead of wasting your time asking absolutely everyone in Inaba, look up a guide that tells you who to talk to because you can waste precious time doing this that should be used traversing the dungeon if you don't know what you're doing. The time to traverse the dungeons is sparse in this game, so you'll need all the time you can get.

The gameplay in Persona 4 may not excel above the other entries, but one aspect that I think Persona 4 is the grand champion in regards to its characters. For a podunk town like Inaba, it sure has a lot of colorful people in it. This is well apparent in your Scooby-gang "Investigation Team," which might be my overall favorite ensemble in the Persona series.

Yosuke is your first party member and fills in the trope of the "dumb best friend" characters like Junpei and Ryuji. However, unlike those two, Yosuke isn't a loudmouth clod. Rather, his clueless behavior stems from being anxious and having a low sense of self-confidence. He's the son of the manager of Junes, the popular mega-store in the game that also serves as a hideout and is a means to enter the TV world. He is not respected by his co-workers as they try to take advantage of him, and once his co-worker/obvious love interest Saki Konishi dies, he feels as if she resented him because of his lack of confidence in himself. His emotional social link revolves around his feelings, and completing it made Yosuke seem much more well-rounded and well-meaning than the other "idiot best friend" characters.

Chie is in the game for the same duration as Yosuke but gains her persona a little later. She's a girl with short hair that loves kung-fu movies, steak, and kicking ass. A lot of the humor in the game also stems from her banter with Yosuke making their dynamic the main source of comic relief in the game. She is also the only (human) party member to not have her dungeon. Rather, her shadow is a mini-boss in the middle of Yukiko's dungeon. Chie's life revolves around her friendship with Yukiko, the host of the dungeon, to the point where Chie is overshadowed by Yukiko in terms of her popularity and her looks, making Chie feel insecure. Chie is funny, spunky, sweet, and reminds me of the girl I had a crush on in high school. Her "galactic punt" move never gets old, and she is my favorite character in the game. Don't worry so much, Chie; you've certainly won me over.

Yukiko is the first party member you "unlock" by completing their dungeon. Yukiko is a pretty girl at school whose family runs a prestigious inn in town and is also Chie's best friend. On the Midnight Channel, she is depicted as a princess, and her dungeon is in the form of a castle which signifies the scale of the inn her family runs. Her shadow conveys Yukiko's feelings about feeling repressed by her obligation to care for her family's prestigious inn instead of doing normal teenage girls' things like dating. Once you unlock her, it's revealed that this pretty girl with a prestigious status is a goofy klutz. Yukiko is alright but pales in comparison to the others. I kept her on my team during battle because she's the main healer.

Kanji is an absolute doll, and I love him. He's seen as a delinquent because of his attitude and also because of his hot temper. On the Midnight Channel, his shadow is a flamboyant, loin-cloth-wearing sexual deviant signifying not only Kanji's true sensitivity but his ersatz homosexuality. Once you save him, he says the root of his problem was his fear of girls, but I'm reading between the lines here. I guess it would be too bold to put a gay character in a video game circa 2008, so the game half-steps, but I know better. Kanji's social link is also an absolute delight.

Rise, or Risette, is a teenage celebrity (or idol) that moves back to her hometown after being disillusioned by fame. Her shadow on the Midnight Channel is an exhibitionist stripper that says that she's going to strip down when the fog happens, signifying everyone's collective lust for her. When you save her, you find she's pretty down-to-earth, but she's still bubbly and flirty like her shadow. If Chie wasn't in this game, I'd say Rise was my favorite female character.

Naoto joins your party pretty late into the game, but you get to know her throughout the game regardless. She is a stern, no-nonsense student detective determined to succeed in the male-dominated occupation of detective work, so much so that she poses as a man until her dungeon shadow reveals her true identity. It was bold enough to have a gay character in a video game, but to include a TRANS character in a video game would've blown everyone's balls off. Don't tell me that the operating table with the large machinery at the end of her dungeon doesn't signify a want for a sex change. As far as her character goes, she's certainly interesting and furthers the plot immensely near the end of the game. She is also well-endowed, according to her medical records. Good for her.

Teddie is the non-human character of the game that watches over the TV world and is the only party member in the game that I am a bit iffy on. He's like Spongebob if Spongebob got horny (ew) and his constant horniness and bear puns got old quickly. After fighting his shadow in the strip club, Teddie appears in the real world and Pinocchios himself, so you get plenty of time with him in both forms. Teddie's social link levels up automatically throughout the game as his character arc involves Teddie finding out the truth about his identity. At a pinnacle moment in the story, Teddie realizes that he's a shadow that morphed into something pleasant like a plushie bear to assimilate into the society he wishes to fit into. Despite the bear puns and the uncanniness of his human form, I grew to like Teddie, although I can't exactly explain why. He is a good vehicle for wacky antics; I'll give him that. As a whole, the partners are cheerful and silly almost to a fault. I don't buy all of these teenagers having the time of their lives with a seven-year-old girl, but they seem pleased with everything not involving the investigation. Either way, the cast is eclectic, fleshed out, and works well with each other, and their interactions with each other are always endearing.

There are plenty of other social links throughout the game with characters that are as endearing as your partners (or at least almost), and they are a total improvement on the social links in Persona 3. Each social link holds a substantial weight to it that gives this silly game the emotional depth it needs. These social links range from other classmates at your school to a lot of older women. Unlike Persona 5, you can't date any of them, but they are still interesting characters nonetheless. The social links that hold the most weight are the Dojima and Nanako social links. Both social links revolve around the tragic death of Dojima's wife/Nanako's mother after she was hit by a car. Dojima is still grieving over his wife's death and frustrated with himself because he can't seem to find out who did it. Nanako can't quite comprehend what happened to her mother because she is so young, but her mother's absence added to her father's constantly having to work late hours, making her very lonely. She also doesn't fully understand the implications of life and death and her social link revolves around you helping her cope with the darker facets of life. These social links almost make up for the fact that you can't go outside at night because their emotional impact resonates strongly. Other interesting social links are Ai, Shu, and Naoki. The Devil social link was the only one that rubbed me the wrong way, probably because the nurse rubs you the wrong way, if you know what I mean.

As the story progressed, the scope of the TV world and the mystery kept befuddling me, and not in the way that a good mystery should. It's not that the TV world isn't too far-fetched, but there was something about it that I just couldn't put my finger on. I thought that it would be explained neatly as I played through the game, but it was never that air-tight. When I was finishing the game and wrapping up everything that had been presented, I realized that I'd have to do some outside-the-box thinking about the substance of Persona 4 and its TV world premise. I realized that the themes are very Fahrenheit 451-esque. The very prevalent theme of "finding the truth" is juxtaposed with the fog that surrounds the TV world in the sense that television and mass media creates the fog that keeps people from finding the truth. It creates a veil of superficiality, which the game contests is dangerous because the TV world kills those that fall into it. The shadows seen on the Midnight Channel are versions of that person that the public cynically surmises about, or at least that's what the game reveals near the end of the game. I, however, have some discrepancies with this because it isn't that consistent. I can understand this being the case for Rise because she has a lot of pervy fans who want to see her naked, but the same doesn't work for the others. Kanji is perceived as a ruffian by the public, and no one knows about his sensitive side that is reflected by his shadow on the Midnight Channel, so how does that reflect how people perceive him in the real world? It makes more sense that their shadow reveals their true feelings like an uncomfortable nakedness of one's self rather than how the public perceives them After the killer is revealed, there is a secret boss at the very end of the game if you manage to get the good ending. It turns out that the gas station employee that you talked to once you arrived in Inaba is a God that created the Midnight Channel as a way of giving humanity an easier, more superficial life because of the truth about themselves and the people around them is too ugly and scary to confront. This clarifies my assessment of the game, but I think it can be further supported.

My thesis about the TV world can be effectively supported by two characters: Nanako and Adachi. In Nanako's case, I sensed a bit of a "think of the children" message with her. She's a lonely, innocent little girl who spends most of her time in front of the TV. Nanako is captured and brought into the TV world. Even though the Investigation Team rescues her, she remains in critical condition in the real world and dies in the hospital bed. The other characters that were murdered by the TV world were supposedly murdered by the shadows, but Nanako succumbed to the effects of the TV world itself. If you're on the path to the good ending, Nanako miraculously recovers once you search for the truth and don't cave into your preconceived notions about who the killer is, even though it might seem obvious at that point. It expresses that young children are the most vulnerable to the effects of a superficial world because they don't know any better, and they are the ones who should be living an organic substantial life with close relationships more than anyone. Or else they might end up like Adachi.

Finding out that Adachi was the killer wasn't exactly a surprise. For one, I knew better than to trust the first red-herring the game gives you because Persona games never end in August. Secondly, it would've been disappointing if Namatame was the killer because he was the person that everyone suspected at first and his vague salvation initiative wasn't substantial enough to warrant being the killer for the game's sake (for being a red-herring, his boss fight sure is a bitch). The game apparently wants you to suspect Adachi as the killer as well because if you don't choose him as a suspect, you won't get the good ending. I always had my suspicions about Adachi. He's a bumbling fool, no doubt, but his mannerisms screamed more to me like he had something to hide rather than he had no idea what was going on. He was always around the corner at every pivotal point in the plot, so there had to be some significance to that. Once you confront Adachi, he slips up and reveals that he is the killer. You follow him into the TV, where Adachi reveals his psychotic motives for throwing people into the TV. What motive does the killer have? Nothing. Adachi discovered his ability to traverse the TV world when he accidentally pushed the first murder victim into the TV while assaulting her at the Amagi Inn. He pushed in Saki Konishi for the hell of it too. He then convinced Namatame that by putting the people that show up on the Midnight Channel inside the TV that they would be safe, knowing that the TV world would kill them and having someone else inadvertently commit the murders would cover his tracks, and he could just watch the chaos ensue with a golden view. At first, it kind of seems disappointing that the main antagonist of the game has no clear motive for murdering people, but it does make you consider his character deeper.

Adachi reveals that he resents Inaba and the people in it because he prided himself on being a top-class detective whose potential is being sullied by being put in a podunk town where nothing happens. To stir up a commotion, he made his work more interesting, and there was finally a subject of interest in town. To coincide with my TV world thesis, Adachi represents the factor that TV can make you a callous individual. Adachi is not a respected person in his line of work. He seems to be like a wart on Dojima's ass. He has no friends, he garners zero respect from everyone, and he has none of the integral factors that an honest, organic life that everyone else in the game with strong relationships has. He represents the dissociative factors that television can create, and his line of murders creates a sense of sensationalism that is often a factor of television as well stemming into more corrupt territory that deviates from the truth.

Persona 4 is a great game, but it's flawed, which is exactly what I said about Persona 3. I am eternally grateful that Persona 4 took the foundation of the previous game and improved on its gameplay, social links, and characters, but I'm not sure everything else is substantial enough to make it better than Persona 3 overall. With all of the improvements P4 Golden added, maybe that will change, but for now, I can still see why this is a lot of people's overall favorite in the franchise. It's a charming, jovial game that still has everything I love about the Persona series.

Sunday, September 4, 2022

Persona 3 Review

 (Originally published to Glitchwave on 4/16/2020)













[Image from igdb.com]

Persona 3

Developer: Atlus

Publisher: Atlus

Genre(s): JRPG

Platforms: PS2

Release Date: July 16, 2006


You hear the argument that video games can be art because of a smattering of game mechanics and story elements, but have you ever listened to the argument that video games are art because they can make you...cry?

The first Persona game I played was Persona 5, and due to the style, story, characters, and gameplay, I fell in love with it. Because I loved Persona 5 so much, I decided to go back and play the previous two titles to satiate my Persona fix that playing through Persona 5 twice didn't even satisfy. Yes, I was well aware that the previous two Persona games would've been much more primitive looking and lacked the style that made Persona 5 so stimulating. However, I understood that these games still carried the same dungeon crawling, paired with Japanese high school life like Persona 5, which is one of my favorite dynamics of the franchise.

I then went to Persona 3 before Persona 4 because I knew the least about the game initially, while I knew a bit of Persona 4 and wanted to start something that seemed a tad more fresh in my mind. I played the FES version on the PS2, which is arguably the game's definitive version. Even though the graphics made everyone look chibi, the style similar to the one oozing through the pores of Persona 5 is generally present here. This game also has stylish menus, daily pacing throughout the in-game months, the cutscenes with characters' caricatures moving enough when they talk to look life-like enough, and anime cutscenes sprinkled in whenever the game wants to that are always a nice change of pace.

The story and characters, of course, are what make each Persona game special. This game, for brevity's sake, is edgy as fuck. It's the dark Persona, the bleak game of the franchise in which ultra-serious tones and themes take center stage despite the lighthearted nature Persona games tend to have in contrast to Shin Megami Tensei's hardcore appeal in style and substance. Every Persona game, especially 3,4 and 5, has a consistent color scheme, and this game's primary color is blue for a reason. The game's overarching themes are depression, grief, loss, and death, with death being the core theme surrounding everything else. The people of this world are coming down with something known as "apathy syndrome," and the people who succumb to this phenomenon become one of "the lost." If that isn't an obvious metaphor for depression and suicide, then I wasn't paying attention. The main characters of this game activate their persona by shooting themselves in the head with a fake gun. Need I say more? "Apathy syndrome" is caused by something called "The Dark Hour," which takes place every night between 12 AM and 1 AM. Most people don't notice this hour because they are asleep/stationary in things that look like coffins. Those conscious and aware during this hour have something called "the potential" and are obligated to stop The Dark Hour by scaling the tower of Tartarus where the Dark Hour shadows live. The people with the potential in question are a group of high schoolers who go by the group name of SEES, and their leader is a goofy long-haired man named Itkusuki. Others who have this potential are in a group called Strega, who use The Dark Hour to carry out assassinations and use The Dark Hour as a cover-up. The protagonist becomes a member of SEES when he moves into the dorm and discovers that he has "the potential" while being attacked by shadows during a full moon which is when the shadows from Tartarus attack civilians. Your goal is to erase the Dark Hour by defeating these shadows while maintaining a social life and keeping your grades up at day. Yeah, I guess the Buffy the Vampire Slayer comparisons are pretty apt.

As far as the day-to-day activities are concerned, I think this game is much better at time management than 4 and 5. Instead of going to Tartarus during the day as you would go to the TV dimension or a palace/Mementos, you go to Tartarus at night. This game's mechanic for "tiring out the protagonist" isn't forbidding you to do anything else after exploring the other world but making you more vulnerable in Tartarus. Even though being tired is hair-raising, I prefer it to the way 4 and 5 carry about dividing time between the natural world and the other world. You can still do three different things throughout the day, making raising your stats much more manageable.

While being cool in concept, Tartarus is a bit of a slog. It's this giant winding tower with randomly generated rooms. The objective is to find the stairs in each room to go higher and higher, and it remains that way for 250+ floors. I like the Tartarus theme (it sounds like something from Techno Animal or another industrial hip hop artist), and it has a creepy, warped nature to it across every section. However, there is little to no variety at any point in the game. The first floor of Tartarus has the same design, objective, and goals as the last level of Tartarus. Tartarus isn't optional either, there isn't a deadline like 4 and 5, but you need to do it to grind levels, especially later in the game. I thought getting to the highest floor I could get to was enough, but I struggled on some full moon bosses whenever I didn't grind.

Every 10th to 15th floor of Tartarus, a floor boss keeps you from going onward. These are pretty easy if you can find a weak spot initially, but some floor bosses are bad motherfuckers who should not be approached lightly. I'll use this as a way to air the one major grievance I have about this game: you cannot control your partner's actions during combat. Sure, you can command something in the proximity of what they do in the tactics menu, but it only goes so far. Full Assault may or may not involve any of the partners consistently hitting them with a physical attack or a Persona ability, which makes a big difference considering some enemies absorb or block different kinds of attacks. Commanding them with the heal/support option also doesn't mean that they won't try to attack the enemy at first and fuck something up when I commanded them not to attack (I'm looking at you, Yukari). Essentially, you cannot rely on partners to do anything you want, but you're going to have to anyway because you'll run out of SP quickly, and SP items are scarce. This torrent of disobedience will put you in a spiral of frustration, especially with the floor bosses who do not fuck around. Grinding, building strong personas, and saving the game often is the way to survive in this game which can sometimes be an exercise in withstanding tedium.

During the day, after the school day, six days a week, you can choose to level up your stats or build your social links. Both coincide as you need to level up your stats to start some of the social links, and you need the social links to level up personas. These social links are found throughout the game map, with the mall being my favorite location because of its theme and the hub for stacking up weapons and items. Like the other games, you can date any female social links (except for the little girl at the shrine, obviously). Still, this game takes in-game adultery more seriously, as dating more than one girl at a time can lead to another social link with a girl souring to the point of no return. Somehow, I romanced four different girls and got away with it. There wasn't even a funny cutscene at the end involving them finding out. Huh, funny how that works.

Some social links level up naturally, like the Fool social link, which includes all of your partners in SEES. Initially, your partners reminded me of ones from Persona 5. You have the dumb comic-relief best friend (Junpei/Ryuji), the fashionable, attractive girl with a bit of an attitude (Yukari/Ann), the stern, but passionate straight man (Akihiko/Yusuke), the sheltered over-achiever (Mitsuru/Makoto), and the shy, petite support member (Fuuka/Futaba). One of my favorite aspects of 4 and 5 were the chemistry and banter between all of the playable characters as they seemed like natural friends, which in turn gave the game a bit of levity and comic relief. Because of Persona 3's pacing, their relationships do not blossom until much later in the game. There are moments where these characters play off of each other, but they are few and far between, probably to maintain the bleak tone of the story.

As far as the individual SEES members are concerned, some are great while others vary in quality. I hated Junpei at first because it seemed like the game wanted him to be the comic-relief friend like Ryuji, but he just came across as a douchy dipshit. As the game progresses, I end up liking him more than Ryuji because he becomes delightful and well-rounded after his romantic subplot with Chidori . He's also the best support player in battle. Yukari was my initial dating choice because I thought she was cute, but her nagging attitude grated on me as the game progressed. She's arguably the best at bantering with the other characters, though. Akihiko is cool, confident as hell, and isn't a total sperg-lord like Yusuke. Mitsuru is like a less exciting version of Makoto, and her spamming of Marin Karin during battle pissed me off. Fuuka is forgettable, Koromaru is a dog (a good dog at that), and Ken essentially serves as a plot point during mid-game. The less said about Shinji, the better for the game, and if you're reading this after playing Persona 3, you know why. Do not become tempted to use him too much in battle. My girl of choice in this game and my favorite character overall is Aigis, not only because she's a unique character, but because she possibly has the best character arc not only in the game but in the entire series. She's a humanoid robot designed by the Kirijo group specifically to fight shadows, so it's no wonder why she's a valuable asset to SEES in combat. Her position in SEES in terms of the narrative is about as flat and...well, robotic as you could imagine. The only quirk she possesses is a borderline creepy commitment to protecting the protagonist, to the point where she watches him sleep every night. As the game progresses, Aigis keeps her redeeming qualities while steadily becoming more human-like, fitting in better with the teenage characters. Her steady transformation into speaking and acting more like a human is so smooth that the instance where the boys meet her on the beach will feel like a whole lifetime ago. In a game with dynamic characters, her arc is the most dynamic. I also find her quirks much more endearing and interesting than the more irritating one from the other SEES girls.

The other social links in the game also vary in quality. Half of the other social links are fine, but some are downright insufferable. I liked the Hermit one where you find out your homeroom teacher is playing an MMORPG with you on the weekends, and then she becomes flustered, ashamed, and enraged when she finds out that it was you she was talking to AND that she has developed a crush on you. Kenji needed to be smacked around, Tanaka is a greedy, aggressive piece of shit, and I hated the authoritarian hall monitor. Still, the worst one of them all is fucking Nozomi. Holy shit. In real life, as a player of this game, I felt embarrassed to be around this character while ranking up his social link even though I was playing this game alone in my living room with no one else around. He's an arrogant, snobby, pretentious fat cocksucker with no redeeming characteristics at all with one hell of an anger streak. He refers to you as your "little brother" as he starts to like you as if you were having a hard enough time trying to stomach this kid. You're saving the world and sleeping with half of the female cast of this game, and he's stuffing his fat face with his fifth bowl of large ramen—what a condescending shithead. You then learn that he's also a thief and a doomsday cultist, to make matters worse. When you max out his social link, he doesn't understand a damn thing even after he's confronted for his actions and wets himself in fear. You get the option to say that he's "irreplaceable," but I chose this option thinking that it said that he was "irrevocable" because that would've made more sense.

The player will become familiar with every social link the game offers because there isn't much else in the game in terms of exposition. Besides ascending through Tartarus on a nightly basis, the dark hour only offers intrigue every full moon. This monthly event is when SEES fights an immense shadow that coincides with a specific type of arcana. These are the sections reminiscent of an episode of Buffy the Vampire Slayer, as many teenagers fight the unspeakable oddities of a paranormal world in their town at night after school. These full moon bosses are the reason for spending so many hours fighting shadows in Tartarus because these arcane behemoths will test the skills of any player. The Hanged Man boss especially resonates with me because I had the most challenging time with his Sister Mary shields. If the player dies during one of these bosses, they'll have to go back to earlier in the day because there are no save points. This penalty means they'll have to sit through the exposition they already saw each time. Of all the times the game finally offers some exposition, a point without the ability to save is the most egregious. As I stated before, these bosses only occur every full moon, which is roughly once a month. The lenient amount of time gives the player ample opportunity to prepare in Tartarus, but it also means that the only real source of exposition for most of the game happens only once each month. Persona 3 has a very languid pace that turns some people off. I don't mind doing everyday activities without any substantial interruption, but there were times that I admittedly wanted the game to move quicker. Some of the full moon encounters didn't even satisfy my need for exposition, making me yearn for more to happen.

The pacing of the game kicks into high gear around November. The player still has to do all of the things during the day that they've become used to, but there is way more going on in the game's narrative to break up the usual affairs. Once you defeat the last big shadow, it is revealed that Itkusuki misleads you and the rest of SEES into defeating the big shadows not to conquer the dark hour but to bring all of these shadows together to form a being called Nyx and bring forth the end of all life on Earth. Itkusuki dies while trying to sacrifice you to it but takes Mirsuru's father along with him. In the next month of December, a new kid named Ryoji arrives at school. He becomes acquainted with the members of SEES except for Aigis, who seems very wary of his presence. After Aigis tries to fight Ryoji, the game reveals that he is the personified version of the arcana Death, the missing arcana in the equation to make Nyx. He is also the grown version of Pharos, the kid visiting the protagonist throughout the game. His being is also carried inside of the protagonist. They have to choose to kill Ryoji to prolong the inevitable and become oblivious to the Dark Hour and any memories involving it or take on a seemingly impossible foe at the end of January. If you choose to let Ryoji live, he turns into the persona Thanatos, and you have a month to prepare to fight Nyx. January is only one month, but it feels like the longest month in the game. There is a lingering melancholy in the air as everyone is dreading what seems inevitable, so they try to stay strong and appreciate each other before the time comes. This moment is when the SEES members seem like genuine friends instead of associates. Once you fight Nyx, the end of the world still seems like it's coming no matter what SEES does until the protagonist seals Nyx away, not defeating it, but prolonging its return. Months later, the protagonist sheds his human form in Aigis's arms as he becomes a martyr to protect people from Nyx until the time comes again that it will destroy humanity. The final month in the game is easily the most poignant moment. After so many months of hunting large shadows, seeming like it didn't add up to anything, something with enormous stakes finally makes the player feel the same sense of weighted dread as the characters do. The player will go day by day doing what they've been doing for the whole game, but a looming sense of melancholy and dread adds a certain sense of impact to it. Once the final month culminates into the game's falling action with the final boss and the ending, it is emotionally heavy, and maybe a tear will run down your cheek.

Persona 3 is great but flawed, and those are two adjectives that don't usually mesh together concisely but seem necessary in this case. I can't excuse the game for not allowing you to control your partners in battle. It always resulted in a highly frustrating and unnecessary obstacle that I felt I had to overcome with every boss in this game. The characters aren't consistently pleasant or well-developed like in the other games, and the pacing leaves a lot to be desired. However, I can see that the pacing led up to something fantastic that will resonate with me longer than most video games I've played. Persona 5's ending was bittersweet, but the end of this game was an emotional punch in the gut that left many questions unanswered. However, it doesn't mean that I wasn't satisfied with what was presented to me as those questions I had unanswered leave this game ever-present in my mind long after I've completed it, and that's what good art should do.

Spyro 2: Ripto's Rage Review

 (Originally published to Glitchwave on 6/12/2025) [Image from glitchwave.com ] Spyro 2: Ripto's Rage Developer: Insomniac Publisher: SC...