Coint & Plick 2010 #24: Persona 3 Portable
39 points, 3 votes, 1 TOP GAME vote
Kids, shoot yourself in the head and gain super powers! The SMT / Megaten / Persona thread
Will M.: I feel weird voting for an old game first overall (one I may have voted for in the past) but this is finally the first version I’ve completed, and apparently, the best version (discluding its discluding of the epilogue) and goddamn if it didn’t actually rekindle my love for jRPGs. Not that any others will make me want to play like this did, but damn. 70 hours and I’m on my SECOND playthrough now.
if: Playing this for the first time after P4, there were a couple of spots where I could see how things were later improved on and there wasn’t the same novelty value to its social mechanics or its particular line in lightly gothic weirdness. Despite that, the actually interesting and likeable story and characters (ok, likeable apart from Junpei, but I guess that’s deliberate), the perfectly streamlined old school combat, and the endless options to spend your days as you choose and advance both stories and abilities as a result still make it stand out as a class apart from other JRPGs. There’s also still the fun of having one bizarro alternate world of Shadows and Personas (‘The Midnight Hour’) built on top of another bizarro alternate world where you get a day off school to respect your elders and getting high exam marks makes you more popular (‘Japan’).
Lamp: atlus’s persona 3 FES is a gothic-tinged rpg that came out in the waning days of the PS2. the player takes on the role of a silent, mysterious transfer student to a japanese high school. on your 1st night in your new dorm you and your housemates are attacked by a slinking inky mass of arms and faces called ‘shadows’. after shooting yourself in the head you summon an otherworldy spirit guide – classically allusioned and perfectly art-designed – to defeat the shadows & save yourself and your housemate. all of this takes place after about 35 minutes of introductory cut-scenes, expository dialogue and cryptic visitations.
so persona 3 divides its time btw the world of shadows & the day-to-day life of a japanese high school student. & as you make way through both of these worlds, studying for exams, building friendships, occasionally venturing into the shadowlands to defeat monsters and gain strength the two worlds begin to build inwards upon each other, permeating their counterparts in strange & unexpected ways. like twin peaks P3FES does an incredible job of portraying a mundane world that is constantly under threat from the unknowable & mysterious horrors that underlie our everyday world. but unlike twin peaks the ‘regular’ existence never feels like an afterthought, the pleasures of simply being in this world & the social link mechanic are equal to the pleasure of dungeon crawling & the story-driven mystery elements of the game that mostly take place in the hidden shadow world.
it seems kinda crazy that a part dungeon-crawler rpg part japanese dating sim game can be summed up using em forster’s famous maxim ‘only connect’ but persona 3 FES is above all about the longing for contact & the terror of isolation. its most meaningful moments take place in the spaces btw how we see ourselves & how the other characters see us. i think its a mistake to want the game’s dialogue trees and social interactions to function in the same way as they do in d&d-influenced western rpgs. in a western rpg the focus is on developing a character & so the best games give a sense of true possibility and naturalism. whereas with persona there is always a right answer, a correct path. the point isn’t to give the player a blank slate to write his intentions on, to chose a ‘good’ or ‘evil’ path & then make descions based upon your character’s intentions. in P3FES your character is a mirror held up to the npcs. you reflect their vanities & insecurities, their hopes & fears. and so the player is forced to consider them, who they are & at best you can understand and help that person. your goal, your job is to build relationships, not a character.
finally – finally! – the combat in P3FES is one of the most tactically interesting mechanic of any turn-based rpg. every npc is self-directed and their actions will often – frustratingly – shadow their reallife personalities. as battle leader you can give them directives but you cant control their actions perfectly. so combat begins to double the social link aspect of the game, you’re forced to predict the actions of your comrades to know their strengths & weaknesses & so to understand them as people. the difficulty of this makes what is a very grind-heavy game both more fraught and more engaging. never a game to miss an opportunity death literally haunts the game’s dungeon & his shadow is always present in P3FES. even regular combats are perilous & you will die. a lot.
the best that i can say for P3FES is that unlike almost any other game the memory of its events stayed with me. although its mechanically frustrating, overlong & exacting it manages to create a plausible, engrossing world like no game before or since.
Make Your Case: Persona 3: FES
Lamp:
atlus’s persona 3 FES is a gothic-tinged rpg that came out in the waning days of the PS2. the player takes on the role of a silent, mysterious transfer student to a japanese high school. on your 1st night in your new dorm you and your housemates are attacked by a slinking inky mass of arms and faces called ‘shadows’. after shooting yourself in the head you summon an otherworldy spirit guide – classically allusioned and perfectly art-designed – to defeat the shadows & save yourself and your housemate. all of this takes place after about 35 minutes of introductory cut-scenes, expository dialogue and cryptic visitations.
so persona 3 divides its time btw the world of shadows & the day-to-day life of a japanese high school student. & as you make way through both of these worlds, studying for exams, building friendships, occasionally venturing into the shadowlands to defeat monsters and gain strength the two worlds begin to build inwards upon each other, permeating their counterparts in strange & unexpected ways. like twin peaks P3FES does an incredible job of portraying a mundane world that is constantly under threat from the unknowable & mysterious horrors that underlie our everyday world. but unlike twin peaks the ‘regular’ existence never feels like an afterthought, the pleasures of simply being in this world & the social link mechanic are equal to the pleasure of dungeon crawling & the story-driven mystery elements of the game that mostly take place in the hidden shadow world.
it seems kinda crazy that a part dungeon-crawler rpg part japanese dating sim game can be summed up using em forster’s famous maxim ‘only connect’ but persona 3 FES is above all about the longing for contact & the terror of isolation. its most meaningful moments take place in the spaces btw how we see ourselves & how the other characters see us. i think its a mistake to want the game’s dialogue trees and social interactions to function in the same way as they do in d&d-influenced western rpgs. in a western rpg the focus is on developing a character & so the best games give a sense of true possibility and naturalism. whereas with persona there is always a right answer, a correct path. the point isn’t to give the player a blank slate to write his intentions on, to chose a ‘good’ or ‘evil’ path & then make descions based upon your character’s intentions. in P3FES your character is a mirror held up to the npcs. you reflect their vanities & insecurities, their hopes & fears. and so the player is forced to consider them, who they are & at best you can understand and help that person. your goal, your job is to build relationships, not a character.
finally – finally! – the combat in P3FES is one of the most tactically interesting mechanic of any turn-based rpg. every npc is self-directed and their actions will often – frustratingly – shadow their reallife personalities. as battle leader you can give them directives but you cant control their actions perfectly. so combat begins to double the social link aspect of the game, you’re forced to predict the actions of your comrades to know their strengths & weaknesses & so to understand them as people. the difficulty of this makes what is a very grind-heavy game both more fraught and more engaging. never a game to miss an opportunity death literally haunts the game’s dungeon & his shadow is always present in P3FES. even regular combats are perilous & you will die. a lot.
the best that i can say for P3FES is that unlike almost any other game the memory of its events stayed with me. although its mechanically frustrating, overlong & exacting it manages to create a plausible, engrossing world like no game before or since.
Coint & Plick 2008 #70e: Persona 4
5 points, 1 vote
Brilliam: Honestly, I think the reason I love this game (and, incidentally, Persona 3) is the graphic design and the ease of use. I think one of the greatest secrets of a good RPG is a menu system that continues to be a joy to use and P4 nailed it.
Lamp: Persona 4 has the best story/structure/mechanic of all the Shin Megami games. It’s kinda like Dragon Quest 8 where something crystallized for the developers and all the things that make a series unique and “important” are honed to a killing sharpness.
Cozwyn: This game is SO GOOD; my save is at just over two hours so far and I’ve only just got back to Tartarus for the second time. This game must be impossibly massive but it’s gorgeous so I don’t care.
Coint & Plick 2009 #25: Persona 4 (UK release)
40 points, 2 votes, 1 TOP GAME vote
If: I don’t tend to have time for long games. When I see people say ‘that looks like it’s only going to be 6 hours’ I think ‘ooh, something I might actually finish’. This one takes nearly that long to get past the point where you are just pressing X repeatedly. Yet it’s awesome! The story is really unusual and well told for a game, the combat when you get there has just enough twists on ancient turn-based tropes to not be a drag, and the social link mechanism is so rewarding you start wishing things actually worked like that. ‘The Singles Jukebox crew also weren’t impressed by Animal Collective. You feel closer than ever.’
“Sexuality and Homophobia in P4”
“The Most Fulfilling Game I’ve Ever Played”
Zappi: Finally, a JRPG with a story that i didn’t find painfully embarrassing! could have done without Teddie really, but the detective story setup, dungeon crawling through peoples’ psyches (very reminiscent of Psychonauts), the fun battle system – it improved in almost every way on Persona 3. It also gave us this brilliant webcomic.
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