Watch Out, They Move, They Diss You Loud! The Persona 3 Retrospective, Part 6(c)-Characters: Akihiko and Mitsuru

Part 6(a) S.E.E.S. and Protag

Part 6(b)Yukari and Junpei

Akihiko Sanada

The Emperor

Akihiko is basically the ace of your group.  Which is fitting.  He is left-handed, after all, a member of that genetically superior race.  Dude is good at nearly everything.  He’s an excellent boxer, and is riding on a 16-match win streak as of the game’s start.  He’s a great combatant against shadows as well, shown taking them on without backup in the game’s opening act and being one of two people you need available to be allowed to take on the tower of Tartarus in the early game.  And he’s got a sharp mind and a stable core, to boot, coming up with great tactics on his own while also keeping S.E.E.S. emotionally grounded during its most difficult moments.

Unfortunately, Akihiko’s also the character most ruined by the sequels completely discarding a lot of what makes him special and the character growth he went through here in favor of over-emphasizing just a few strange moments from him.  So let’s go over just who Akihiko is in Persona 3.

The big, central thing to Akihiko’s arc and personality is his constant drive for self-improvement. He’s incredibly competitive, although it often seems that he’s competing more with himself than others.  He often drives others to do the same as well, taking on a sort of mentoring/managerial role.  He’s the one who guides and protects you as you’re new to the art of shadow-fighting, introducing you to all the resources S.E.E.S. has mustered thus far and making sure you’re adequately prepared.  He also takes a direct hand in helping the academically-challenged members of S.E.E.S. prep for big tests.  When others are trying to temper your expectations of an upcoming athletic meet you’re competing in in the face of the stiff competition you’re set to face there, he’s the one to encourage you most whole-heartedly.  His drive to improve does go too far at times, seeing him take risks alone that others are really uncomfortable with and leave him injured, refuse to rest to allow his injuries to heal, and do make him seem insensitive others when they think he’s focusing on the wrong things.  It can also make him a bit single-minded.  Shinjiro does remark at one point that he is so focused on the future that seeing him think about the past even a bit means that something is dearly wrong.  

The game dances around this a bit, spending a lot of time hinting that Akihiko’s got some traumatic events in his past, before coming out that this drive for self-improvement comes from the death of his sister in a fire. It seems they were living at an orphanage at that point, but otherwise, there aren’t a whole lot of details to go around on it.  He felt a whole lot of guilt for not being able to save her, and devoted everything to getting strong enough that he’d never lose someone like that again.  That pursuit of improvement has its good and bad points throughout the story, as seen above, and continues up until the death of one of his closest friends, Shinjiro.  At that point, he’s forced to come face-to-face with the fact that, as powerful and skilled in so many different ways as he has gotten, there are things in life that he will still be completely unable to prevent.  His pursuit of improvement as a safety measure will never be absolute, and he won’t be able to save everyone important to him from everything arrayed against them.  At that realization, he recommits himself to fighting against the dark hour, knowing that he’ll need to find a new way to live once its done.

And with that, maybe you can see a bit why I find the ‘Let’s eat protein! Train all the time!  Fight fight fight!’ personality he adopts in Persona 4 Arena and Persona Q so disgusting.

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Freaked Out Now and Dead on Arrival. The Persona 3 Retrospective, Part 6(a)- Characters (S.E.E.S. and Protag)

Part 1-Intro

Part 2-Gameplay

Part 3-Presentation

Part 4-Setting

Part 5-Plot and Themes

Persona 1 Retrospective

Persona 2 IS Retrospective

Part 6(b) Yukari and Junpei

Alright, so this post is proving to be too large and taking too long to write, because it turns out I can run my mouth about things. So we’re breaking it up, rather than going through all the characters at once. Here’s the first bit of our Persona 3 character analysis. We’ll be at this for a while.

Here’s a fun time!  Let’s talk the characters!  Persona is a very character-driven series, and Persona 3 marks a point in the series where you started going over each of them with a magnifying glass.  So what say we dig into them, and see what they’re all about.  Starting with the PCs.  Well, the PC and the sorta-PCs.  They’re not NPCs.  But you don’t control them directly.  Except for that one version where you do.  Uh… maybe I should just lower-case it then.  Let’s talk about the PC and the pCs.  

Also, another warning here.  This is spoiler territory.  I would imagine that if you’re going to play the game, you would have done so by now, but just in case, if you still want to take it on, might want to stop here.  Else we’ll be revealing all sorts of secrets.

Specialized Extracurricular Execution Squad (S.E.E.S.)

The party as a whole.  S.E.E.S. is an officially sanctioned student club at Gekkoukan High School, who apparently don’t blink at having a club with “Execution Squad” in the name.  Given the Shadow stuff is all supposed to be secret, I wonder what school staff think S.E.E.S. actually does.  Staff advisor is the school principal, Shuji Ikutsuki, who you never actually see doing any principalling, although in my experience the principal’s only duties are to yell at you when you’re having fun and keep you from flirting in the hallways, so…  In any case, leadership structure is a little varied.  Mitsuru Kirijo is definitely the group’s leader, and she and Ikutsuki are usually the ones to set goals, plan strategies, and coordinate activities, with Akihiko Sanada serving as the group’s underboss, taking more direct action in building up its members and keeping them in line with Mitsuru’s direction.  In the field, however, the protag calls the shots, due to his unique wild card ability allowing him the greatest degree of tactical flexibility.

I think S.E.E.S. is unique in that it’s not your typical group of fire-forged friends.  Most every other RPG will see a lot of strong bonds develop amongst the cast.  Even every other game in the Persona series will have the main cast incredibly strongly together by the game’s end.  Except for Persona 2: Innocent Sin, which ended by killing one of the characters and wiping all the remaining one’s memories except for one who responded by turning into a huge douchebag so the rest wouldn’t lead to the world being destroyed again.  That’s the odd one out.  Anyways, S.E.E.S. is a lot more realistic about it.  The main characters do feel strongly for each other, and do develop good bonds among each other, but the natures of those bonds vary from truly being friends in some to just being good coworkers of sorts in others.  There’s a lot of intergroup conflict, as you would expect if you stuck a bunch of teenagers together and pushed them to do just about anything.  Yukari seems to really hate Mitsuru for much of the opening, before their joint conflicts and traumas lead them to opening up to each other and becoming great friends.  Akihiko is welcoming but aloof and doesn’t really get close to anybody except Mitsuru and Shinjiro.  Junpei spends a big chunk of time resenting and constantly trying to one-up you before he ever actually gets close.  The group starts out rather impersonal among each other, before many, but not all, start developing some true bonds, and they’re not a perfectly cohesive group, in all.  There’s times where the group loses their way, individual members drift apart or strike out on their own aims, or something shocks them and they each need to spend time alone to process.  It leads to a lot of that good character development that we love in these sort of stories, and also sets this group apart from many others.   This is a bit outside the scope of this game, but the Answer shows that the protagonist, your character, did a lot to keep everyone together and moving in one direction; after they’re dead, the members of S.E.E.S. lose a lot of what bound everyone to each other and start drifting apart, although they do find common ground and a good level of trust in each other again when Mitsuru later reorganizes anti-Shadow activities, as seen in the Persona 4 Arena games.

Every member of S.E.E.S. has some sort of complications in their relationships with their parents that lead to them growing and operating independently of them.  Some don’t get along with their parents, some have been deeply hurt by them, and some are tragically orphaned.  Likewise, everyone outside of the protagonist doesn’t really fit in with society as a whole.  Akihiko is popular for his looks and accomplishments but has no social skills, so doesn’t really have any close bonds outside of S.E.E.S.  Mitsuru has a hard time relating with anyone that doesn’t have her same upbringing.  Junpei is so wild he puts people off.  Fuuka is very shy and has a hard time opening up with people.  Etc.  Between the two of those factors, perhaps that level of disconnection from one’s family and community is necessary to independently muster up a persona in corporeal form.  

Hey, lets dig into these guys.

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Shadows of Mass Destruction. The Persona 3 Retrospective, Part 2-Gameplay

Part 1-Intro

Part 3-Presentation

Part 4-Setting

Part 5-Plot and Themes

Persona 1 Retrospective

Persona 2 IS Retrospective

At this point in the Persona series, gameplay has truly become only part of the full experience.  Persona 1 and 2 had plots too, and a lot of characterization, but they were still as much gameplay delivery engines as any other game out there.  Starting in Persona 3, they put a lot more depth and content into their plots and characters, to the point where the gameplay is not the only selling point they have.  And for a lot of people, the gameplay is not even the main reason they get into the game.

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Yet, no matter how good your story, setting, characters, etc. are, if the game side of your, you know, game, isn’t up to snuff, the game as a whole won’t be good.  It’s been tried, and good plot really doesn’t make up for bad gameplay.  So even with the Persona series running head-first into the story-based wall, let’s start by taking a look at where you’re actually going to be spending most of your time when you’re actually playing the game.

By this point, we’ve already had two, but three, but really two, games in the Persona canon.  That’s enough to establish a pattern, right?  Although both of those games are rather distinct from each other, there’s still some common design elements that we can pull out here.

So, what is makes a Persona game, and how do those elements relate to Persona 3?  Well, thus far, to make a Persona, you take the typical for the time Shin Megami Tensei design, strip out a bunch of the more unique to the franchise and complicated features to simplify gameplay a bit and make it more accessible to the typical JRPG fan.  And then you come up with some crazy and experimental features that few if any other games in the genre are doing and make them absolutely central to the whole experience.  And then, of course, there’s the whole plot and themes making heavy use of Jungian Psychology personified, and the main characters with the variable stats and ability loadouts, the butterfly motifs, the vast sum of humanity summoning their own demise, multiple endings but not really, etc. Etc.  There’s lots of stuff in the recipe for a Persona, and it all carries through to this game.

And I suppose this is a good time to mention, for pretty much this entire retrospective, I’m going to be basing it off the FES version of the game.  For those not in the know, there was the original Persona 3, then, less than a year later in the US, Persona 3 FES which was basically Persona 3 with a bunch of DLC before DLC was a thing that you had to pay for, including a separate playable epilogue that we won’t get into here just yet.  Then, years later, there came Persona 3 Portable, which incorporated all the gameplay updates from Persona 4 into Persona 3, gave you a choice in the gender of your protagonist and with that vastly increased the amount of content, at turning a lot of segments from more directly interactive bits into visual novel scenes in order to fit it all on the PSP disc.  There’s a lot of discussion on which is better.  I roll with the FES version because… well, that’s just the one I have.  As much as the games industry obviously hates me for it with the remakes and rereleases and updates and Hyper Fighting Championship Editions Turbos they’re putting out, I make a practice of not buying games that I already own.  So, sorry, P3P fans.  Just going by what I have available to me.

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BABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABY! The Persona 3 Retrospective! Part 1: Introduction

Part 2-Gameplay

Part 3-Presentation

Part 4-Setting

Part 5-Plot and Themes

Persona Retrospective Introduction

(Revelations:) Persona

Persona 2:Innocent Sin

Hell yeah!  We’re back with this!  It’s been, what, four years since we did the last entry in our much vaunted Persona Retrospective?  You thought I gave up on it, didn’t you?  And look at how much a fool you are now!  No, you gave up on me!  You think four years matters to one such as I?  I never forgot.  And I never quit.

Well, maybe I did.  Sort of.  You may notice that rather than finally doing the second half of Persona 2, I’m coming right in your face with Persona 3.  That’s true.  And I’m sorry.  I’ve actually tried a couple of times to get the next step in this retrospective going with good old Persona 2: Eternal Punishment, and I just can’t.  I was halfway through the game when I made a big cross-state move and life transition, and couldn’t keep up with my usual playtime in the aftermath.  Then, sometime later, I picked up Persona 2: Innocent Sin again with the intention of getting background on that for the eventual Eternal Punishment analysis, but frankly, although the Persona 2 duology does a lot of really unique things and is a very interesting game in all, its design has aged a bit.  Not as poorly as many other games, but I found, with a lot of things I was going through then and continue to go through now, I just didn’t have the patience for it.

So we’ll skip it and come back to it later.  For now, it’s Persona 3 right up in your grill, suckers!

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Yeah, yeah, I know what you’re thinking. “Oh Aether, you sexy hunk of pure genius, isn’t your time already very full?  And didn’t you just start another project where you’re going to be reviewing all the Godzilla movies?  Are you really going to be able to keep up with another commitment?”  And sure.  That would be what sensible people would think.  But I’m to busy being awesome to be sensible.  I’m not one to let fear of failure or fear of commitment stop me.  I’m going to bite off more than I can chew.  And then I’m going to chew it.

In case you haven’t noticed, I like talking about the thing that I’m going to be talking about for a good while before I really get into talking about them.  But let’s get into that now.

Shin Megami Tensei: Persona 3

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Okay, up until this point in the subseries, Persona games have been all about taking the ethos of the greater Shin Megami Tensei series and making it more familiar, more accessible, and more character-driven, while also experimenting the hell out of it.  Shin Megami Tensei has been very WRPG-influenced, and the Persona subseries takes that and fits it into a JRPG shell, creates room for a hell of a lot of character exploration, then adds a whole lot of new, wild, and largely unpolished features onto it.  Persona 3 follows on in that progression.

But it’s also the turning point in it.  See, Persona 4 and 5 don’t carry the same wild experimentation the earlier games did.  Instead, they take the model that Persona 3 built, and polish it further, and further.  And they make beauty out of it.  Persona 3 is a fantastic game.  But it’s like a raw gem.  It’s valuable.  It’s beautiful.  But it needs some rough edges pared off and a lot of polish to really shine.  Persona 3 is a turning point in the Persona subseries.  This is where, I would say, it really hit true greatness for the first time.  And the developers recognized it, and went in the same direction for future entries.

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To really get into Persona 3 and what makes it what it is, we have to talk about another game.  Shin Megami Tensei: Nocturne.  The first SMT game of the PS2’s era.  And it would represent as much of a shift for the SMT franchise as a whole as Persona 3 is for that SMT subseries.  Shin Megami Tensei games had largely stuck to its classic WRPG influences all through the SNES and PS1 entries, but by the time the 6th console generation had rolled around, frankly, technology had far outpaced that mode.  Even WRPGs themselves were drastically different from the Ultima/Wizardry days.  The technology was capable of so much more than the pure first person grid-based dungeon crawler with minimal world interaction was providing, and the largely 2d and simple visuals those games utilized were growing outright bland in that new world.  So Nocturne brought the series roaring into the new era.  Fully 3d environments, visuals that more accurately represented the urban apocalypse the series brought through, more involved visual storytelling, and a completely redesigned crew of monsters that would be distinctive of the series for years to come, it’s presentation has made SMT what it is every since.  The gameplay updates were no slouch either.  Battles were no longer matters of numbers against numbers, but made much more strategic with the press turn system in which the amount of turns you have were tied to your manipulation of elemental strengths and weaknesses.  Enemy encounters designed so that even basic random battles would test you, requiring so much more than just mashing attack as was standard for most RPGs.  Dungeons built so that the important thing in success is your long-term resource management across hordes of challenges as much as your ability to overcome individual battles.  It created design elements that had ramifications across the entire series.

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And all of that carried through to Persona 3, in some form.  Previously, the SMT series had a more eclectic and varying mix of demons and what roles they held.  Nocturne really codified and brought consistency to the mythological set of demons the series held, and Persona 3 slotted them firmly into the role of your personas.  Your enemies and adversaries were made completely different in both tone and origin, marking the first time the series had such a significant demarcation between persona and enemy.  They use the same visuals for the beasties, too, as do all 3d SMT games from that point further, building and taking advantage from the Shin Megami Tensei trademark design.  The press turn system was imported in a more limited form, with both you and your enemies being able to gain a single extra move for targeting your opponent’s weakness, or lose one if your own are hit.  Tonally, well, SMT has always been about destruction and apocalypse, but Nocturne brought new impact to that in the 3d era, and Persona 3 took that and run with it.  Although it’s not as dire as Nocturne was, it’s still rather oppressive, and it takes that to a more personal level.

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Persona 3 is generally considered the first of the modern Personas, and to many people, apparently Atlus included, the subseries starts here as far as they’re concerned.  This is the first game that has the social link system, where a lot of emphasis is on getting to know and helping NPCs through a sort of visual novel/dating simulator-esque interface, that has become such a series trademark and one of the biggest draws of Persona games.  Although 4 and 5 would make minor updates to it, this is also where they established the game model largely used in everything following.  Whereas previously, every character could use multiple personas, but had some limits on them, and a lot of their capabilities were based on their stats, starting with Persona 3, only your main character could use multiple personas but they had no limits on them and their stats were determine by said persona, making your main character effectively over a hundred characters you could choose from.  These is where you get Lotus Juice and the Jpop soundtrack setting the mood, driving home just how modern this series is in comparison to others of its genre.  The Persona series had been pretty heavy with its theming and storytelling in the Persona 2 duology, but this is the first time the series with so deep in its plot and multi-layered in its themes.  Everything where you have a certain amount of days to do everything you need to do while the plot and conflict progresses on a fixed calendar, where managing your available time as a resource is essential, where basically everything in the combat engine comes from, it all comes from here.  Persona 3 represents not just a paradigm shift in the Persona series itself, it was so utterly different from every other JRPG out there, and yet, for all its experimentation, it still came together in a fantastic form.  Honestly, it’s no wonder this is the model all the rest of the games took after.

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