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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Right Here, Shadow 10 o’clock Direction Seize the Moment, Destroy the Nation! The Persona 3 Retrospective Part 5-Plot and Themes

Part 1-Intro

Part 2-Gameplay

Part 3-Presentation

Part 4-Setting

Persona 1 Retrospective

Persona 2 IS Retrospective

Yeah, so, as it turns out, a combination of my limited schedule and my desire for variety in what I write leads me to not move through these long-form projects quite so quickly.  But you know what?  Time is on my side.  As long as we keep moving forward, we’ll get to the end eventually.  One of the perks of being functionally immortal.  So let’s get to the next step of our Persona 3 retrospective.  Today, talking about the plot.

PLOT

Persona 1 had a pretty barebones plot.  Persona 2 gave it a lot more focus, but still had it second to the gameplay.  In Persona 3, the plot eclipses the rest of the game.  At the time, this was really rare, the gameplay is structured around what’s going on in the plot, rather than vice versa.  The pace of the plot progression controls the way the gameplay develops.  And you can tell that the story is where more importance is placed.

So it had better be a darn good one.  

Also, be mindful, I am dropping some spoiler bombs here.  Some absolute spoiler nukes.  If you haven’t played the game yet, and you still want to don’t read the rest.  

So, normally, I wait until the end of this to talk about themes.  Give you a sense of what the plot is, in itself, before we jump into talking about the hidden meanings in there.  And we’re going to do that.  But let’s lead off, as well, because there’s one theme that’s absolutely pervasive to this game, and I feel you absolutely need to know that going in to get a second-hand handle on this plot.  

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You Best Took it Serious When You Heard the Tone. The Persona 3 Retrospective Part 3: Presentation

Part 1-Intro

Part 2-Gameplay

Part 4-Setting

Part 5-Plot and Themes

Persona 1 Retrospective

Persona 2 IS Retrospective

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As previously mentioned (several times), the Shin Megami Tensei franchise as a whole saw a big shift that would change the direction it took forevermore with the release of Shin Megami Tensei Nocturne.  Nocturne was really the first of the modern Megaten games, changing nearly every aspect of game design.  That game brought a whole new level of design, tone, creative direction, and immersion to the series that the rest of the games would follow.  So too does Persona 3.  A lot of them are gameplay focused, covered in the previous section.  There’s a couple that impact the way that the game presents itself.

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One of the biggest changes Nocturne made was moving the series away from the old-school CRPG-inspired model into something more akin to the typical turn-based JRPG.  But Persona was always a series that was more JRPG-esque than the typical Megaten.  So what does Nocturne bring there?  Well, it turns the Persona series into a more modern JRPG.  Starting with the POV.  Your Point of View is something you probably don’t think very much of in games, but it can have a big impact on the how feel of the game.  In this case, the POV, lowered a bit closer to your character than past Persona games, serves to put you more into the action.  There’s more of a sense of energy as you’re navigating the dungeon, with the walls zipping by you and the shadows right in your face.  Battle will place you right behind your lead, feeling the enemy’s presence as they tower over your character.  School will… feel… schoolier because of… you there…. okay it’s getting away from me at that point.  Point is, even compared to other games of its genre, Persona 3 will play with your point of view, particularly in the battle section, to make you really feel what’s going on.  The camera’s zipping and zooming and makes sure you’ve got that scale of your guys against the bad guys, and it’s both rather effective and mostly unnoticed, just like you want good camera work to be.

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Art design is another really big update to the game, here.  Nocturne saw art director Kazuma Kaneko make big designs to all the series’ demons, creating a very distinct style and specific appearances that would be used until this very day.  Persona 3, as with nearly everything else, makes use of those same demon designs for your personae.  However, this game saw the rise of Shigenori Soejima into the head art role, as Kaneko was wanting to stretch his protege’s skills.  Soejima was already character designer for Persona 2, and the characters in this game follow along those lines, creating a distinctive slim, lengthened character design for the series that would become rather distinct.  With Soejima charged with designing everything else, it would create something that stands apart from the rest of Shin Megami Tensei.  The shadows take particular note, becoming tarot-inspired bastardizations of rather common real world items and creatures.  Beyond that, though, Tatsumi Port Island, where your characters spend most of their day to day lives, appropriately looks a lot brighter, cleaner, and more active than the typical post apocalyptic Megaten game or even the typical fantasy settings of the time, while the various settings of Tartarus manage to successfully convey the odd otherworldiness of the collective unconscious it resides in.  The dark hour scenes look particularly striking, effectively taking the otherwise normal and pleasant looking places and using largely coloration to instill them with a sense of wrongness.  The art design of the game is really on point, and manages to carry the anime-style off well while introducing enough twists on there to make it unique.

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And that art style is important, because you see a lot of it in the story delivery.  A lot of it is dealt in a somewhat visual novel-esque fashion, lending more to the comparison than just the social linking part of the game.  See, stuff goes deeper than you expected.  Even for the internet.  Even for the Persona-fan part of the internet.  Which is a much angrier place than even normal games internet, for whatever reason.  A lot of the plot things are all text boxes and character portraits, in front of the 3D rendering of whatever’s actually going on.  It’s not a very visually active means of telling a story, to be sure, and it takes some patience to enjoy.  I’m a fan of visual novels, so I had no problem of it, but it’s not for everyone.  It does lead to a bit of an odd dichotomy, where when things are physically happening, it’ll be rendered with your in-game characters and their animations, but then they’ll freeze and you have those 2D drawings and text boxes for all the speaking parts.  Animations in the non-gameplay scenes are understated and kind of stiff, and would be more fitting with PS1 types of 3d animations than they are with the PS2.  The story is really text heavy, though, and the strength of the writing is really what saves it.  The music and the quality of voice acting also go a long way towards injecting a sense of energy into what are otherwise static and still scenes.  You do get the occasional anime cutscene injected in there.  They’re few and far between, as, you know, budgets used to be a thing that games tended to stick to before the HD era, but when they are, they tend to be pretty striking.  The visual animation of those are really on point.  Sound balancing leaves a lot to be desired, but they also tend to portray a lot of the most visually well-designed moment.

This is also where the series established another constant of giving each game a theme color.  In this case, a light blue (unless you’re playing the FemC in the PSP version, in which case you get pink) covers every gameplay element there, from your HUD to your menus to your battle selection, both adding a cool and eerie component to your visuals as well as complementing the melancholy and trauma you’re often facing.  Every bit of the daytime scenes are designed around this, as this blue is almost omnipresent, and your locations and characters are all either designed full of cool colors that complement this, or given the direct contrasts in a poppy red or orange to make them sharply stand out.  This switches in the dark hour, though, in which a sickly green replaces the blue and invades everything, with a muted green filter being placed over the visuals while contrasting dark red bloodstains appears over everything.  It’s stunning how constant this palette is over the 80 hour game without being overwhelming, and I really have to say, Persona 3 uses its coloration better than most any other game or piece of work I’ve seen, giving much more thoughtfullness to it than the “Orange and blue and call it a day” that would pervade the later years.  The idea of having a theme color was so strong that the persona series would retroactively add it to rereleases of the previous games, giving the original Persona a deep steely gray theme and the Persona 2 duology a dark, muted red.

So art style is good.  I’m glad for that.  Because the graphics aren’t going to knock your socks off.  Unless you’re not wearing socks.  They might shift them in your drawer a little bit.  They’re perfectly functional.  They carry the strong art design smoothly, they make the visuals very understandable, and they’re never in the way.  But they don’t go super far, either.  This is not a graphically impressive game.  It’s not bad at graphics.  They’re just there.  They’re OK.

What’s made the Persona series very distinct is that it takes place in modern times, in a familiar Japanese city.  The visuals do carry it over well, here.  The environments in Tatsumi Port Island are very detailed.  Well, the school’s a little bland, which is a shame, because you’ll be spending a lot of time there, but maybe Japanese schools are bland in the first place.  I don’t know.  I’ve never been to one in meatspace.  Out on the town is full of details.  Train stations are busy and packed places, the mall is full of distinct stores, your dorm is very personal, the place looks to be very lived-in.

And, of course, there’s the music to talk about.  So let’s talk about the music.  Music in games can be a weird thing.  It’s not going to make you have a good time if the game is at its core not great.  And a great game with bad music can still be great.  Music isn’t going to make or break your game.  And yet, it can make or break your overall experience.  Music is emotion.  It’s drive.  It’s energy.  One of the big challenges with any artistic medium is making the viewer feel a part of it.  Making them feel what’s going on on screen, or on stage, or whatever.  The right music has the power to connect with that more directly than most anything else.  It will make the emotional roller coaster reach greater highs and lower drops.  It will hit you with the adrenaline of those cool action scenes.  It will help you care about those characters, even if they’re facing things you never have and never will need to deal with in life.  Music will not deliver something that’s not already there, but it will make what is hit you like a brick.

And the music in Persona 3 is top notch.  In yet another series-setting trend, the Persona 3 soundtrack is so decidedly modern, in keeping with its modern setting.  Other RPGs work their orchestral soundtracks, give you beautifully composed multilayered songs, make their string instruments weep for you.  Nah, Persona 3 gives you Lotus Juice rapping his way through half the game.  It’s hip hoppy, it’s modern, and it really adds a lot to the sense and tone of the game.  It’s not all vocal tracks, of course, there’s plenty of the more orchestral stuff in there too, and they are really rather strong.  But it’s the Jpop and hip hop tracks that really seem to add the most atmosphere and distinctness to the game.  The music is fantastic, and I’ve been known to have the soundtrack on repeat as I’m going throughout my day.  Some of the songs are truly touching.  Memories of You still brings me big sexy manly tears whenever I hear it in context, and the fact that later releases insist on remixing and changing it is one of the few things that makes me nerdrage.

That said, there are a few problems with their implementation.  The orchestral songs are mostly solid, but it seems they didn’t have as much experience with handling the vocals.  Some hit really well.  Some are just oddly placed.  Biggest example is the one that’s playing when you’re hanging out in your dorm.  It’s a relaxing place.  You chat with your party, watch some tv, maybe work on some homework, there’s no danger, no rush, no pressure there.  You’d expect a similarly chill and low pressure take.  Instead, you get a song with a driving, sharp beat and harsh deep rapping.  Likewise, there’s Mass Destruction, also known as BABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABY, the battle theme and therefore the song BABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABY you’re going to be hearing most often in that game BABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABY.  And frankly, it can do without the BABYBABYBABYBABYBABYBABYBABYBABYBABYBABYBABY intro.  It’s jarring, and frankly gets annoying with its frequency, given how much it pops up.  With game music, you want something that can stay in the background of your mind, generally, and vocals grab your attention much more than instrumentals do (which is why the game’s vocals are in English, to give the Japanese players this benefit, but that’s not going to help us on this side of the language barrier).  If lead-in to the song had been instrumental, I feel it would have been a smoother transition and jumping into a fight wouldn’t have felt so harsh, but as is, you will get tired of hearing that BABYBABYBABYBABYBABYBABY long before it’s done with you.

But those are really just nitpicks.  Overall, the soundtrack is really fantastic.  It’s well composed, breaks a lot of new grounds, combines orchestral composition with rap with jazz instrumentation, and adds an immeasurable amount to the game’s proceedings.  It hits hard in what’s usually just the right ways.

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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Persona Dancing Games

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

The Persona 2: Innocent Sin Retrospective-Part 6, Other Characters

Part 1-Introduction

Part 2-Gameplay

Part 3-Setting and Tone

Part 4-Plot

Part 5-Player Characters

ANTAGONISTS

The Masked Circle

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These are the longest-lasting enemy group in the game, who you’ll be romping with for almost all the game’s plot.  The Masked Circle is a doomsday cult, led by the Joker, who seek to gather enough ‘Ideal Energy’ to destroy the world and drive humanity into a new golden age in space.  Yeah, the rumors allow pretty much anything to happen.  Those who make their wish with the Joker find themselves first forced to be a part of the Masked Circle, then sacrificed for their goals, their Ideal Energy drained from them until they’re left motivation-less husks.  Their leadership is made up of pastiches of your own group, as Jun seeks to replace your childhood crew with his own creepy cult fellows.  They lose a lot of steam after you break Jun out of his Joker guise, leaving them pretty much without leadership, but they do maintain a presence up to the end of the game, being one of the few organizations able to make a stand against the Nazi invasion.  Of course, they don’t stand for long against them, and they’re only fighting them towards their own twisted goals, but still, at least you’re not the only group putting up the fight.  You’re constantly running roughshod over them, interfering with whatever they have planned, but most of the time you figure out the full extent of their plans just after they put them into action.  Your interference only seems to make them stronger, too, thanks to your spreading the word about them and the power of the rumors at play.  At least until you start knocking off their leadership.  Once you reach that point, there’s no recovering for them.

Joker

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If you call your own cell phone number, the Joker will appear before you and grant you one wish.  At least that’s what everyone says.  Except that your crew tries it in the early game, and instead on sending you on a shopping trip to buy those larger pants you’re suddenly needing, he just sics a bunch of demons on you.  As stated previously, the Joker is Jun, still really, really pissed off at your crew thanks to the influence of Nyarlathotep and the false memories he has of all his childhood friends burning Maya to death.  To say his feelings towards you are troubles is an understatement.

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Joker is the head of the Masked Circle, he who directs their activities towards the fun, fun goal of destroying the world.  Making you suffer seems to mostly be a side project of his.  The Joker is all about ideals.  He highly values his own ideals, he respects other’s commitments to their own ideals above all else, and he thinks largely in terms of ideals.  As twisted as it is, he honestly believes that the destruction of the world and the ascension of its people are honestly what humanity wants.  Thing is, he’s much more of a big picture guy, and doesn’t much care for the individual.  So, the fact that thousands of people don’t really want their ideal energy drained away in pursuit of the Earth’s destruction doesn’t much matter to him.  He is completely serious about the Masked Circle and their goals, focused on them above all else.  He doesn’t even use them to go after you until you start messing with the circle first.

Like Guido/Kandori of last game, Nyarlathotep is his persona.  And like last game, Nyarlathotep ends up taking him over for his final battle in this guise, then flees his form once he’s defeated.  Free of Nyarlathotep’s corruption, Joker reverts to his old form, and joins you in undoing the mess he’s created.

King Leo/Tatsuya Sudou

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Tatsuya Sudou’s dad is Japan’s Foreign Minister.  Tatsuya Sudou’s dad is a bad, bad man.  Growing up in that environment did him no favors, compounding the troubles he already had with his schizophrenia.  He found a father figure in Jun’s dad, however, who helped him make some sort of sense of the voices he was hearing, believing them to be some sort of alien prophecy and codifying them into the Oracle of Maya doomsday thing the Masked Circle is buying into.

Some time after that, Sudou snapped.  Depending on how far back the rumor thing was in effect, this may have been a result of other’s beliefs about him, conflating his schizophrenia and his father’s bad reputation and thinking he was a violent figure.  Either way, he became a serial arsonist, and burned down the shrine kid you and kid Maya were hanging out in.  You broke out, Sudou stabbed you, and you awakened your persona and burnt out his eye.  I’m going to say you got the better of that one.  After that, he stalked Maya for a good long while, then joined up with the Masked Circle for reasons that are mostly up to conjecture, and serves as King Leo, the second in command to the order.

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Tatsuya Sudou, as should be obvious from the name unless you did the right thing and change your protagonist’s handle for something wicked sweet, is the counterpart for your lead.  Given Maya’s history with him, he serves to some degree as the Masked Circle replacement for her, too.  He’s an arsonist, so he likes blowing things up.  Throughout the section you’re dealing with him, he leaves behind clues that will lead you to buildings he’s rigged to blow.  You usually have two buildings at a time to choose from and have to pick the right one, enter it, and find the bombs in order to properly bring a halt to his deeds.  Or, if you’re of a lazy mind, you can choose the wrong one and skip a few dungeons entirely.  It culminates in a big encounter in an aviation museum where you have to rescue an entire field trip, beat him in a big slogknocking fight, and jet of there in an exploding blimp.  Probably one of the high points of the game, in all.  As you might guess, he gets a sadistic glee in death and violence, and actually burns a man alive by means of introducing himself.  His persona is Reverse Vulcanus. Continue reading

The Persona 2: Innocent Sin Retrospective, Part 5-Player Characters

Part 1-Introduction

Part 2-Gameplay

Part 3-Setting and Tone

Part 4-Plot

Part 6-Other Characters

Persona 2 came out in a time where video games, as a medium, was starting to deliver more than just the gameplay through the game.  Developers were putting more importance on plot, on presentation, and yes, on characters, among many other features aimed at delivering a deeper experience, at giving you something to enjoy beyond the mechanics.  Perhaps the biggest advancement Persona 2: Innocent Sin made is how it handled its characters.  Your cast was remarkably deep for its time.  So what do you say we explore who exactly we’re dealing with, here?

THE RUMOR MILL

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Your team, this time around, is a group of mostly high schoolers from all sorts of walks of life, brought together by circumstance and kept together by that one guy who just really, really hates you all for reasons you can’t understand.  You’ve all got the power of persona, the ability to call on the manufactured personality you use to deal with the world to smite your enemies, but, aside from Revelations:Persona alumnus Yukino, none of you recall actually getting that skill.  In fact, all of you bar Yukino have some very noticeable gaps in your memory.  There’s reason for this.

As it turns out, most of you knew each other as kids.  Quite good friends, in fact.  You all played the persona game together and thus were given your godly superpowers, and a few of you even awakened your personae as children.  All well and good, right?  Except for one of your friends.  Rather than a traditional personae, he got the embodiment of humanity’s capacity for self-destruction, who messed with your memories, corrupted your friend, and kicked off this whole game.

Most RPGs will give you a pretty sizeable cast for your main party, plenty of members to build an active party out of, switching in and out as you see fit.  Not so, in Innocent Sin.  Your party is almost entirely static, with only one member changing, and entirely dictated by the plot.  You’ve got absolutely no input into your group, so you better enjoy the team you’ve been given.

Personality-wise, everyone’s very distinct.  You’ve got the strong, silent type in your main, the genki girl Lisa, the manly bravado of Eikichi, the peppy optimism of Maya, the stoic Yukino, and the dour, reserved Jun.  For the most part, they play along pretty well.  Your group is a little dysfunctional, and it’s not unusual for spats or various ill-conceived activities to break out, but overall your team is pretty thick.  They don’t start out that way, of course, but that is one of Innocent Sin’s strengths, in that you get to watch your team growing closer together as you all learn more about each other.

Continue reading

The Persona 2: Innocent Sin Retrospective, Part 4-Plot and Themes

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Part 1-Introduction

Part 2-Gameplay

Part 3-Setting and Tone

Part 5-Player Characters

Part 6-Other Characters

Plot

So, plots have always been more important in RPGs than in most other genres. If you’re going to be dragging the player around for like forty hours, if you’re going to be making them read a light novel’s worth of text, you got to have something going on to provide sufficient drive for all that. The Persona series in particular is known for being the more plot-focused branch of the whole Megaten franchise. So how does Innocent Sin stack up? Well, it’s got some growing pains, but you know, it’s still making a lot of steps in the right direction, and it’s definitely worth the experience. Namely, Innocent Sin uses something that you don’t see too often in video game storytelling, and that I raved about last time in the tone section. It has some subtlety to its storytelling. It doesn’t present everything up front, you’ve got to absorb and consider to get the full picture. Granted, the amount of actual depth there is pretty limited, but hey, for a PS1 era RPG released when everyone else was scrambling to catch up in the wake of the Final Fantasy VII bombshell, it does pretty well for itself.

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The plot in Revelations: Persona was pretty lacking. It was certainly there, but didn’t really aspire for more than to be a simple justification for the gameplay. Well, the Persona 2 duology has a lot more going on. Not only does the plot have some degree of focus in this game, but it actually goes back and makes the Persona 1 plot retroactively better. It’s Eternal Punishment, the second game of the duology, that relates more to Persona 1, but Innocent Sin still sets the groundwork for it. Namely, it makes Nyarlathotep, who you may remember as being one of the bad guy’s persona from the first game into his own separate entity, a master manipulator and the main villain behind this game. As it turns out, the last game was just part of a greater contest between him and Philemon regarding the whole destiny of mankind. They’ve taken the rather shallow conflict of last game and added a bit of depth by tying it into something greater. A really smooth way of handling it, in all. The plot here ties the series more closely to Jungian psychology than the original game had managed to. Of course, there’s the titular personae making themselves apparent, but the game also introduces the elements of shadows, those parts of yourself that you don’t want to acknowledge, and the idea of the collective unconscious, one of the more major tenants of Jungian psychology. The collective unconscious drives most of the game, in fact, giving rise to both your ultimate enemy and your most powerful ally, as well as granting rumors their reality-warping power.

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The narrative generally takes place over three phases. Or acts, if you’d like to fit it into the traditional structure. All of them are mostly conflict-driven. In other words, the plot’s drive works like almost every other game you’ve played before. The first starts off mostly down to earth, introducing you to your characters and setting up the conflict with the Joker, the cell-phone based wish granting genie that’s pissed off at you personally for something you don’t even know you did. Essentially, the first act is focused on building you into that world and your characters, and most of the conflicts are pretty interpersonal ones centered on relatively familiar locations. Your main is at the center of the first act’s plot, although each of the other characters get their own moments of focus. In the second act, Joker starts up the Masked Circle, a group of terrorists who serve as an analog to your own party. There, the conflict starts to expand a bit, as the Masked Circle are attacking the general public within Sumaru City, but thanks to them being largely focused on fighting you, and them being built of members that correspond to your own, it’s still a very small, personally-scaled conflict. Here’s where the idea of the global-destruction gets built, although it doesn’t really pay off with the Masked Circle. Your main, thanks in large part to being the silent lead, starts taking more of a backseat during this section, and the other members of your party end up leading more of the general happenings. And then come the Nazi’s. As often happens when they get involved, things blow up from there. The consequences finally hit the grand scale the SMT series is known for, with the Last Battalion and the Masked Circle duking it out over who’s going to rise as gods over the freshly devastated Earth. The character focus at this point shifts pretty squarely from the traditional members of your party to Jun Kurosu, the new member to join your squad in the final act. One thing to note here is that due to Innocent Sin being the first part of a duology, while most of the individual plot threads do end up wrapped up by the end, the overarching plot only just gets started here. You still end up creaming most of your major opponents and leave both the Masked Circle and the Nazis on the ropes, but you don’t beat all of them, and the game ends on a massive cliffhanger leading into Eternal Punishment. As for how the next game handles the lead, well, we’ll talk about that next time around.

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