Persona Dancing Games

persona-dancing-endless-night-collection-ps-vita-review-21.jpg

How did we end up in a world where there are three of these games?

Seriously, a rhythm game based on a series of JRPGs that somehow got successful enough to spawn two sequels?  How did that happen?

So, you remember that time, years ago?  The Persona series was great, everybody loved the last two entries, but the series hadn’t seen anything new except for the somewhat related Catherine.  Sure, they had given an opaque announcement for Persona 5, but we didn’t know anything about it except for “You are slave.  Want emancipation?”  Then one day, bam!  A slew of new games incoming.  Not just more details on Persona 5, but there was an announcement for a Persona 4 fighting game!  Really?  And a gameplay crossover between Persona characters and the Etrian Odyssey engine.  Huh.  And a rhythm dancing game with a new story based on Persona 4.  Ooookay.

image.jpg

Those were some odd expansions.  The Persona series was very much a JRPG, and that genre doesn’t really have any natural overlap with others.  Sure, JRPG fans might well be fans of fighting games and what not, but there’s nothing that inherently makes a JRPG player more likely to get into those genres.  And yet, as time went on, and we got to see those games in action, well, things developed.  The fighting game turned out to be excellent, even by the genre’s standards.  The Etrian Odyssey mix?  Not so much.  So where did the rhythm game end up on that spectrum?

It’s good, but simple largely due to its delivery method.  There.  That’s the review.  Yeah, sorry, I spoiled that for you.  We’re not doing the traditional review here.   To be frank, you already know whether you want the game or not.  We’re just going to have some thoughts here.

persona-4-dancing-all-night-screenshot-02-us-psvita-26may15.jpg

Frankly, the Persona dancing games are about as good of rhythm games as you’re going to get on the controller.  It’s mechanically sounds, your beats are usually well-suited to the songs, and the gameplay is complicated enough to be involved without being so complex as to be overwhelming.  Like all good rhythm games, it’s easy to get into but there’s a high skill ceiling, and it feels so viscerally satisfying to be hitting a good run.

But, on the other hand, this is a genre that has come to be defined by its alternative control methods.  Your dance pads, your plastic instruments, your microphones, or even without the peripherals, your motion controls or your touch screens.  The Persona dancing games are played entirely with six buttons and a stick.  That makes them way more accessible, but also limits the sort of complexity you’ll see in them.

Persona’s music is great.  Really, one of the most distinctive parts of the games, and for really good reason.  And you get that fully delivered to you here.  Along with some remixes of the classic songs of… kind of mixed quality.  Some of them really do improve on the originals, while others, not so much.  You do get to see some Names in video game composition adding their talents into these, and they hit a good place, for me, more often than not.

Persona-Dancing-Games-Get-Demos-Out-Today-On-PS4.jpg

The visuals are really interesting, although you’ll probably be paying more attention to the notes you have to hit than the dancers.  Everyone is mo-capped by a dancer in a different genre.  Most of them are rather distinct, and fit the character really well.  The historically prim and proper Haru Okumura does ballet, for example, while the rough and physically oriented Kanji is into a more wild take on locking, and the idol Rise dances just like an idol.  They’ll do all that in settings that either fall into the game’s story in Persona 4 Dancing or call back to distinct locations from the game for 3 and 5.  There have been plenty of times I’ve watched a replay just to see the dancing again.

The characters have always been one of the stronger parts of the Persona games, and one of the big draws with the Dancing games is they give you more time with them.  Persona 4 does so through its original story, while 3 and 5 don’t have a story of their own but have some more social link scenes with them to unlock.  I am impressed by how accurate their characterizations are, given that other side games tended to… let’s say… highlight certain aspects of certain characters to a degree beyond what they used to have in the source material.  It’s something I appreciated, but it really doesn’t go deep into the characters.  You don’t see them facing their personal challenges and growing as a person the way you do in the original games.  You might say that the Persona 3 and 5 Dancing games have a ‘plot’ of their own, but that’s really setting up for disappointment.  They have some animated excuses for why everyone’s found themselves in a dance party, but those are really better off ignored.  The more the game calls back to it, the more it just reminds you that this doesn’t make any sense, and then the game just gives up on it anyways at the end.  Persona 4 Dancing does have an original story, which I do have to give it props for, even if it’s just sorta… there.

Persona3_DancinginMoonlight_20181128184508_thumb.jpg

As I said, you know if you want these games or not already.  These are total love letters to the Persona games.  If you’re a fan, and the music is already drawing you in with its siren’s call, then there you go.  If you’re not already into the original, these have nothing for you.  I really enjoyed my time with these games, because I both love Persona and really enjoy rhythm games.  If you’re not into either, this game is probably not for you.  Again, the rhythm gameplay is simple, but really satisfying, and the music and characters call back to the original games in a way that really tugs on that part of my heart that wants to marry Persona.  And the games are basically the same, so if you enjoy one, you’ll enjoy them all.

Well, mostly.  This is totally a meta thing, but the games do have a bit of a different feel on them.  Persona 4 Dancing All Night feels like it’s experimental, it’s trying a lot of new and bizarre things, and it’s made for the fun of it.  It was made in a time when this had to force it’s own way into the market.  Persona 3 and 5 Dancing came out years later.  They don’t try anything significant that’s not already done in Persona 4 Dancing.  And there’s really no reason they should be two seperate, full priced games.  They came out at the same time, and each seem to be lacking in the amount of content and creativity you’d expect in a $60 game that follows in the vein of something earlier in the franchise.  I still really enjoyed the games, but the latter two just came with the feeling that they were made because they wanted my money rather than because they wanted to deliver a good experience to me.  I have a few issues with tone, as well.  In Persona 4, you already had a pop star as a party member, so that was already established there, but Persona 3 had strong themes of death and trauma, and having that imported into a happy fun dance game left feelings a little off.  Persona 5 fared better, but it was still a little weird seeing the agoraphobic and generally scared of people Futaba exuberantly prancing around in a bikini. I still had a fantastic time with them, and fell so far back into my old OMG Persona All the Time fanhood that I’ve been motivated to re-pick up the old 90-hour RPGs yet again.   For a love letter game like this one, driving me to commit to replaying the originals means that it’s probably hitting right where it needs to.

Snap Judgments: Persona 5

Everyone who knows I play, which is a lot less people in my personal life than one might think, have been asking me about Mass Effect Andromeda.  Figuring I would have pounced all over it.  I have had to keep reminding them that although I’m not disinterested, there’s another game that my heart already belongs to, coming out at right about the same time.  And although I’ve got a lot of love to go around, in this case, I’m wanting to take the time.  Make myself a commitment, at least for a while.

persona5.jpg

Persona 5.  I have been looking forward to this game like none other.  At least looking  forward in the sense that I totally consumed the first couple trailers they put out years ago, then avoided every single piece of content about the game since in the hopes of protecting my precious virgin experience.  I like to play hard to get.

It came out yesterday.  I’ve spent most of my free time since it came into my hands with this little beauty here.  And, it’s so rare that I play a game when it’s so fresh that I thought I’d make note of the occasion and record my thoughts so far.  In brief, though.  The more time I spend here is the less time I spend playing Persona 5.

So, a bit of book keeping up front, I’m 5 and a half hours into the game so far.  So this might have spoilers for that bit of it.  Outside of that, though, nothing.  And really, that 5 and a half hours is still the intro.

Persona 5 has a slow paced start.  So did Persona 4, and 5 is a bit faster paced than that, but even so, outside of the en media res opening, it still takes a good hour before you’re getting into any action.  So, you know, be ready for that.

Although it is also possible to lose the game before it actually starts, just by answering the first question incorrectly.  That was pretty fun, actually.

The big things that stand out to me about Persona 5 is just how messed up the game world is.  Even before the series started exploring the social aspects between characters, that’s always been a big feature, seeing how the supernatural junk you’re fighting impacts the day to day life of what should be an otherwise normal town/city.  In Persona 5, whatever’s going on seems to be hitting the town hard.  Every single adult you run into is a total piece of trash.  Completely self-focused, all your interactions with them center on how much they would rather be without you, and none of them seem to have a single care for anyone else around them outside of doing their jobs.  All your playable characters are the subjects of some nasty rumors and the derision of their peers.  The city is plagued with people just randomly losing their mind, and most people only care about how it affects them.  If this wasn’t so total, you could take it as just a part of the ‘oppressive order vs. emancipation’ theme they’ve been pushing since the first trailers, but the fact that the city gets so dour, there’s definitely something more going on there.

Your Personae are unexpectedly dark as well.  Whereas previously, they found strength in your self-assurance, and were based in the faces you put on to interact with the rest of the world, in this entry, your personae are based in your rebellion against the rest of the world, and call upon your hatred and lust for vengeance for strength.  I don’t know if it’s forthcoming, but I’d be really interested in seeing an explanation for that.  Philemon’s still hanging around, and although Igor seems a bit changed, he’s still the one managing your Personae for you, so it seems they’re at least closely related to the old personae, but still, there’s a pretty clear difference here.   Likewise, the real-world source of your personae have changed.  Whereas the leading personae used to be drawn from mythology and folklore from a specific nation, here, they seem to come from fiction and history from all over Western Europe.

That most assuredly center’s around the otherworld of this game, the Metaverse.  You travel between the real world and the Metaverse by means of a cell phone app OF DOOM.  In said Metaverse, you find ‘Palaces’ who have ‘Rulers’ which are the shadows of people in the real world.  Shadows, as you may remember from 2 and 4 or if you know Jungian Psychology, are the repressed parts of the personality that a person will refuse to recognize in themselves.  In the Persona-verse, if a shadow gets strong enough from a single person, they can take a form of their own.  To be honest, the shadows were some of the narratively deepest parts of Persona 4, so I’m glad to see them get some more play here.  At least judging by the only shadow I’ve encountered so far, they’re going to be based on more than just your party members this game.  They can seemingly impact the behaviour of their real-world counterparts as well, possibly explaining why everyone in the real world is such garbage.

The Metaverse itself is heavily based in perception and belief.  Regions get altered in the Metaverse based on the perceptions of strong personalities in the real world.  To use the only example I’ve run across so far, an overpowering teacher’s view of his school turns the school in the Metaverse into a castle with his shadow as king.  A pretty direct metaphor, there.  Toy weapons work just fine in the Metaverse if they look real enough, because their targets believe they’re real, and as a result, an airsoft store turns into your armory.  This gives me HUGE flashbacks to Persona 2, in which if enough people believed something, it would change reality to make it true.  I’m kind of interested if that callback will actually come to fruit.

3127221-p4.jpg

The mechanics of this game are going to be very familiar if you’ve played Persona 3 and/or 4.  It’s obviously running off of the same design, although it does work in some refinements.  Some might justifiably take issue with the fact that the gameplay is largely the same as it used to be even after a 9-year gap between major releases.  I’m cool with that, though, largely because 1) Persona 4 was a masterpiece and I would gladly take more of that and 2) there’s nobody else who’s delivering the type of experience Persona does, so the model has not been spoiled or even really advanced in the interim.  Your mileage may vary on that front.

One of the few major shifts in gameplay mechanics comes in the form of dungeon design.  Namely, that there actually is some now.  I am excited for this.  Persona 3 and 4 had procedurally generated dungeons, which is almost never a recipe for compelling gameplay.  Now, at least in this first area, we’re getting premade dungeons.  I’m a little hesitant about this, because even at their best, the SMT series has never had great dungeons, but it’s still sure to be better than the randomly generated ones of the past two games.  The initial ones show some promise, playing into the stealth mechanics the game uses.  It puts a lot more weight on sneaking up on enemies and starting the fight from behind them than did previous games, and I got a lot more use out of obstacles, corners, and other dungeon features than I have in previous SMT games, so yeah, good signs here.

A lot of the renovations to the gameplay of Persona 5 seem to be drawing back from the mainline SMT series.  Once again, you have your player characters wielding both melee weapons and guns, which has been a mainstay of most of the Megami Tensei franchise but has been absent in the Persona series since the first game.  Demon negotiation is back, and it uses the classic Shin Megami Tensei call-and-response model rather than the activity/emotions system that the older Persona games used when they still had demon negotiation.  For that matter, I find it really interesting that the enemy shadows are now the traditional Shin Megami Tensei demons that had recently been only showing up as your personae, rather than the unique tarot-based shadows of the past two games.  In fact, that’s how you gain new personae, you talk to the demons once you’ve knocked them all down and remind them that they’re personae, and not shadows.  Given that these shadows are a part of the collective unconscious, and that assuming Persona 5 directly follows from Persona 4 it’s part of the same timeline as Shin Megami Tensei If…, the present-day Devil Summoner games, Persona 1 and the second half of Persona 2, in which these demons were running rampant all over the real world, well, it makes the Wild Fiction Theorizer part of me want to get busy.

While I’m in that vein, it’s not a gameplay feature, but the Persona series is set in Tokyo for the first time.  SMT games usually are, but the Persona series has avoided that thus far, preferring to go towards fictional cities and towns instead.  I find myself wondering if there’s going to something coming out of that.

persona-5-mask.png

I haven’t gone into the plot long enough to make a good judgment on it, but I’ve been pleased with what I’ve seen so far.  It’s definitely one of those stories that’s going to take a while to come to fruition, so not wowing me yet, but I can see the same things that made me fall so in love with Persona 4 at play here.  I’m interested in seeing how it rolls out.  Themes of control, imprisonment, and crime are very strong, here.  The early marketing for this game promised that the story would be about breaking free from the imprisonments of the social order, and although I haven’t really picked up on that so far, I can see how theming that we’ve been given so far could translate into that pretty easily as the series progresses.  Thieves are heroes, authority figures are evil, and you need to save the world by criming.  I’m into the characterization, too.  I’d better be, because that’s been the strongest part of the series’s writing since the turn of the millennium.  Again, not been spending enough time to see things come to fruition yet, but I can see the promise there, so far.  I do find myself getting waaay too much of Morgana, the game’s mascot character, already, however.  So far, he acts like the bratty know-it-all you’ve seen in too many video game children so far.  I could turn around on him, I did on Teddie my first time through P4, but, you know, sooner would be better than later.

There is one big problem I’ve had with my time so far.  It’s something that’s not going to carry through the whole game, but I’ve been absolutely writhing underneath it.  The game has those tutorial rails on HARD.  Five and a half hours in, and I really don’t feel like the game has truly given me control.  You’re put in a whole new area that’s obviously deep and active and it won’t let you see a single inch of it that you’re not supposed to.  The game dictates where you go and when, which parts of the dungeon you see and when you have to leave, and so, so much of what you can’t do right now.  There have been a lot of times where I’ve wanted to go a direction the game wasn’t comfortable with me going yet, checking out a new store or some such, and I got the whole ‘you can’t get ye flask’ deal.  Every where I go, I’ve been running into limitations because the plots in a different area or the game hasn’t told me what to do yet.  And when it does tell me what to do, it will brook no disagreement.  I was forced to sacrifice my strongest persona because the game decided it was time to teach me about fusion even though I have played literally two dozen SMT games with that mechanic, and the only fusions I had available at my level involved that one persona.  Look.  I know I’m pretty, and some people think it’s impossible to have both looks and brains, but I’ve been around for a while.  I’ve played a game or two.  I know how to do it.  It feels so, so much like someone’s trying to teach me to walk like a baby when I’m capable of running a marathon.  It’s the biggest leech of fun in what should otherwise be a great experience.

So yeah, there’s my thoughts on this brand new part of my library.  To be honest, this game’s predecessors have meant so much to me that I’m almost certain to enjoy it even it’s a heaping pile of crap, so my objectivity is pretty busted, here.  Even so, I’ve been liking my time with it.  Brings a lot of the good from earlier in the series, draws on a lot of classic features, while the writing and characters seem poised to reach the heights that have been established by that which came before.  I’m liking it, even with that big tutorial tarnish.  Now, if you’ll excuse me, I hear something calling to me.