The Battlegrounds Right Here: Persona 3 Retrospective, Part 4-Setting

Part 1-Intro

Part 2-Gameplay

Part 3-Presentation

Part 5-Plot and Themes

Persona 1 Retrospective

Persona 2 IS Retrospective

Nailing down the setting of Persona 3 can be a little difficult.  There’s a bit going on here.

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As is traditional for an SMT game, Persona 3 takes place over a much smaller geographic area than most other rpgs, in this case limiting itself to a single city, Iwatodai.  Iwatodai is a large coastal that is a major area of operations, although not the headquarters, for a major business megacorp, the Kirijo Group.  Much of the city’s landmass is made up of an artificial island, Tatsumi Port Island, that I would guess the Kirijo Group played a major hand in constructing.  It comes complete with all the major amenities you’d expect a large city to have; schools, shopping centers, train stations, residences, etc.

The Kirijo Group seems to have their hands in half of everything that goes on in Iwatodai.  They own the school, your dorm, the shopping mall, tons of businesses, probably your dog, some of the residents might be their slaves in disguise, it’s hard to draw the line there.  And we’re going to get into spoiler territory from this point forward, so watch that.  The Kirijo Group used to be a part of the Nanjou Corporation, of which one of your characters from Persona 1 and 2 was part of.  They went independent some time ago, but still maintain a pretty close partnership there.  Perhaps because of this connection, they became aware of the supernatural, particularly the persona that your crew use and the shadows that are newly introduced this game, and were experimenting on them, their owner eventually seeking to use their powers to create a ‘time manipulation device’.  Not a time machine.  A ‘time manipulation device’.

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Of course, as with every experiment ever conducted, this went wrong and almost destroyed the world.  Well, in this case, it ended up creating the whole dark hour deal that we mentioned earlier.  Whatever time manipulation magic they had going on there ended up inserting an extra hour into the day between midnight and midnight o’ one.  The experiment was conducted in what would become Gekkoukan High School, so, as that’s the epicenter of the event, it faces the most drastic transformation, becoming the dungeon tower Tartarus during the dark hour.  Everywhere else gets bathed in a sickening light, gets inundated with bloodstains, and sees monstrous shadows prowling all over the place.  So yeah, dark hour, not exactly pleasant times.  Although, you know, you can just stay in your dorm and get an extra hour of sleep.  So, on the bad side, people are either dying or having their desires consumed and becoming one of the Lost.  But on the good side, you get to be better rested.  So I’d say it’s really a wash.

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Lets talk about the Shadows a bit.  Persona 2 introduced Shadows already, although these are quite a bit different.  Like the Shadows from Persona 2, these Shadows were created by the collective unconscious, but that’s where the similarities end.  The Shadows fit a lot more fully into the Jungian Psychology mold the game series has been using, being manifestations of the parts of the emotions, thoughts, and feelings that people don’t want to acknowledge.  In Persona 3, they gather in the collective unconsciousness, clumping together until they take some monstrous physical form.  Which is then vulnerable to pummeling.  Most people will transmogrify into a coffin during the dark hour, which is apparently a defensive instinct, them playing dead so the Shadows will ignore them.  Not everyone does, though.  Some keep their form, and serve as prey for the monsters, their minds being eaten and forced into Apathy Syndrome until our heroes beat the big shadow boss at the next full moon, and temporarily drive the shadows back.  Some will endure the dark hour until they get taken over by their own Shadows, their physical form dissolving and being replaced by a Shadow themselves.  And some just do fine, there.

There’s not a whole lot in the game to dictate why people enter into the Dark Hour without transmogrifying.  I can make some conjecture, though.  Survival instincts can be simplified into being one of fight, flight , or freeze.  Transmogrifying into a coffin would be a pretty freezy habit.  It could be as simple as those who don’t transmogrify simply have another instinct take its place.  As Persona 3’s expansion, The Answer, and Persona 4 indicate, a Persona is a Shadow that’s been mastered and is able to fight against them.  So the Persona-users who don’t transmogrify would do so simply because they have the ability and the will to fight the Shadows.  Their survival instinct falls into the ‘fight’ category, so they don’t ‘freeze’ into coffins.  Those poor souls without that power who end up falling victim and becoming the Lost could well be those who are more given to flee than to freeze, whose instincts tell them to get out of dodge rather than hide or wait for them to go away.  Since running away hasn’t proven to be very effective against the shadows, it doesn’t typically end up well for them, as far as we can see.  Some people are able to calmly enter into the Dark Hour once they’re aware of its existence, and for those, I’d assume it’s because they don’t feel the need to trigger any of their survival instincts at all.  For that matter, we do see at least once that persona-users are able to get people out of their coffins and into dark hour awareness, although we’re not given much in the way of an idea as how they can do that.  I could theorize within the framework I’ve already established, but I’ve probably conjectured away from the base enough.

Persona 3 is strangely sparse on details of the Dark Hour.  Which is a little strange, given the series.  Personas 1, 4, and 5 were very clear on where their alternate world comes from, and 2 had everything taking place in its own world, and so didn’t need to bother with it.  3’s just not explicit.  Although the series has gone to the ‘collective unconsciousness as a physical location’ well before, and will do so again, that’s not the case here.  The Dark Hour is explicitly related to the existence of shadows in some way, and specifically related to Nyx, the shadow embodying humanity’s desire for death.  Perhaps it’s for that reason the death and blood imagery is all over the place during the dark hour, and that the dark hour is so draining to everyone within it.  After all, the depression and anguish that would be embodied in the dark hour would be rather draining.  It’s not explored whether the dark hour is a local phenomenon, or something that happens world-wide.

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Like much else, Tartarus, the massive tower that your school turns into during the Dark Hour, is super symbolic and representative of the game’s themes.  In this case, it’s representative of the theme of the developers desire to have a place for you to grind.  And that’s about it.  Really, as much as I will go out of my way to connect poorly arranged pieces of a puzzle in a story, I can’t find a fit for this one.  Tartarus is barely connected to the plot, doesn’t really seem to have a thematic fit outside of its reaching for the moon, and doesn’t really seem to deliver anything narratively.  It’s where you go to fight shadows when you don’t have a plot-related mission or anything to do.  Akihiko considers it a training ground, and we could say, given that it’s growing out of the spot where shadows were unleashed into the world, it’s a hive or nest for shadows.  Mayhaps this is where the new ones emerge into the rest of the world from.  It’s established that time flows differently there, as Fuuka was trapped in Tartarus for days, yet felt only a few hours passed.  It’s also the spot where Nyx is destined to make her descent.  Otherwise, it’s mostly a Macguffin.  It’s something the story tells you is important, but doesn’t really do all that much to establish it.  It does serve, however, as a massive call back to Persona 1’s Snow Queen quest, being a big tower made out of a school named Tartarus that has Nyx at the end of it.

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Perhaps the most striking thing about Iwatodai, outside of all the supernatural stuff and hidden magic conflicts and stuff going on there, is the people in there.  Overall, it’s a pretty dour, selfish group.  And that comes through a lot.  This is a community that largely just leaves the Lost, people who have overall lost any ability to take care of themselves or do anything, completely alone, as long as they’re out of the way.  We don’t see them do much to help out the invalids right in front of them.  Moreover, this is also the same community that readily organizes into doomsday cults given little provocation and actively takes part in murder requests once the rumor gets out that they work.  Missing students get ignored.  The fact that the hospital can hold people against their will on behalf of the Kirijo Group is forgotten.  Students will whine about going to classmates funerals.  Scam artists can proliferate there with little reprisal.  The horrible things the town and the people therein are going through end up treated as little more than gossip to most.  Even in your social links, oftentimes you’re running across people completely self-centered, thinking only of their own path through life and not how they pave over others.

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And yet, even then, there’s glimpses of good in people.  Starting with your crew, who through all the traumas they’re going through, still keep their eyes on the common good and willingly sacrifice themselves for others, up to and including their very lives.  Many of your social links will see people come to a realization of just how self-centered they’re being, and turn around to make amends and improve other’s lives.  And, in the end, all your friends do come around for you, too.  It’s small, in the wake of the self-centered juggernaut that is the town as a whole, but you can find lots of people with real gems inside of them, you just need to brush off the dirt to get there with many of them.

On Shin Megami Tensei

Athena over at AmbiGaming had posed the question recently. What’s a game you love but never talk about? I recently started replaying it again, so it was a pretty easy answer for me. Shin Megami Tensei. I’ve talked about other games in the series, some of them at length, but I don’t really talk about the Super Famicom original all that much. That got me thinking. Well, everything gets me thinking because my brain is just so big from knowing so much stuff, but that got me thinking specifically about this game. Maybe it’s time to correct that whole not talking about this game thing. Let’s talk about Shin Megami Tensei.

You might know the Megami Tensei series. The majority of the releases for the past decade and a half have seen western soils. Outside of the Persona series, they’re not really hitting mainstream attention, but they still draw plenty of their own groups to them. They series as a whole is known for a lot of things. Mixing a lot of recognizable figures from religion, mythology, and folklore, and letting you fight/ally yourself with them. Being really hard. Having God as the big bad guy. Or, back in the old days, being a classic JRPG series that never had a hope of being marketed to America through NOA’s content policies.

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That last one is how I first came across the game. The Megami Tensei series is one of my favorite ones. It was Persona 4 that introduced me to a lot of it, showed me magic and convinced me to dive in deeper, but my introduction to the series actually came years earlier with this game. Back when I was a cub, I had a friend. I know, I know, stem your surprise. Anyways, friend’s older brother was big into import games. Had himself a modded SNES, which seemed super cool and elite until I grew up and learned that all that entailed was knocking out the little tabs in the cartridge holder so that the SFC cartridges fit in the American SNES. As I recall, he had himself a rather sizable collection of Japanese games as well. Friend and I had some good times alternatively watching him play and playing through a bunch of games, including this one, although outside of when he explained things to us, we really had no idea what was going on in game.

Fast forward a couple of years. My family had moved away. Our parents kept in touch, but he and I didn’t. After graduating college, I committed to spending a year as an Americorps volunteer in an economically blighted area in middle of nowhere America. Early on, my mother had sent me a care package. Well, apparently she’d been talking to her friends about it, because my old friend had sent her a couple things to include in there, including the old copy of Shin Megami Tensei. I ended up spending long, long hours with that game, trial and erroring my way through the Japanese text until I finally found a translation guide online and could play it fully. I spent a lot of time with that game. That proved to be a very transitional time in my life, wherein I lost a lot of the old and found a lot of the new, and a lot of my memories about all that have gotten tied up in my thoughts about Shin Megami Tensei.

Artistic works, whether visual arts, movies, books, games, whatever, often end up meaning something to us, moreso than the work itself. Shin Megami Tensei is one of those games to me.  It’s been a constant companion for me, a game I come back to every once in a while just to relive.  It was even the subject of the first LP I ever attempted, although a similar transitional time in my life interrupted that.  Maybe that’ll be one that finds new life here eventually.

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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.

Dark Souls was the first Let’s Play I finished, but not the first one I started.  No, even that ill-fated Recettear LP was not my first.  My first LP actually went on about five years ago, on the online forum I took part in at the time, covering good old Shin Megami Tensei.

There I was, trying baby’s first screenshot LP on a board that was already full of frankly excellent screenshot LPs by a lot of people far more eloquent, funny, and informed than I was.  That was one of the first online writing things I put so much effort into,, but reading over my stuff didn’t seem as good as what everyone else had, and frankly, I lost my confidence in the quality of my work.  I stopped the LP and quit the forum a few months down the road, which was really in large part because I was going through some big life changes and just didn’t have the time to keep up, but a not insignificant part of it was because I thought my work was poor and I just couldn’t hang.

Well blast from the past, on a lark, I just went back and read it yesterday.  And you know what?  It was great!  Five years gone, I’m divorced enough from the creation of it to actually enjoy it as I would something that anyone else did, and I really enjoyed it.  It’s like somebody who knew exactly what I like in a screenshot LP was putting it together!  Seriously, reading through it now, I am really proud of what I created.  And yet I was feeling nothing but uncertainty while I was creating.

It’s kind of a running joke among authors that everyone hates their own work.  There is no pride in a job well done, there’s no honest ego, there’s only all those flaws the artist can’t get their eyes away from.  There’s truth to that, though.  When you’re in the middle of creating something, you’re already committed to seeing it from a different perspective than the eventual reader will be, and that changes the way you look at it.  Necessitates a critical eye.  There’s still some things you can look for in the quality of your work, but once you’ve moved yourself that close to the source, you lose your perspective.  That’s why you get John Romero saying he’s going to make you his lady for the night when the game he proposed to do that with played like a migraine on wheels, because everyone involved in creating and marketing that game was just too close to the project to get proper perspective.  Although they realized Daikatana was falling down the tank towards the end of development, they still didn’t have the perspective required to take the steps necessary to either fix the game or at the least not make the marketing campaign a horrible embarrassment.

And that happens all the time.  Every creative work you’ve experienced.  Every game, every book, every movie, every work of art.  For someone to have created something worth experiencing, they would have needed to have improve their craft, and improving  requires the critical eye that leads one to doubt their own work.  All but the most arrogant of creators, everyone from my fellow bloggers to the highest paid content producers, go through this every time they make something.  And even the arrogant creators lose perspective on their work.  Hell, even now, calling my first LP something I can be proud of may stem from a complete lack of perspective.

This lack of perspective does go a long way to explain why studios spend so much on making bad things.  That’s why Disney un-cancelled the Lone Ranger film and spent $375 million in production and marketing only for it to fail so, so hardcore.  That’s why Marvel so often announces these big events, their authors putting so much spirit behind their works, only for them to actually come out and be infuriating.  That’s the reason for almost everything Silicon Knights has produced and failed to produce since Nintendo stopped overseeing them.

Creation is hard.  And it gets even harder just by the fact it’s next to impossible to get the consumer’s perspective on your work, after you’ve gotten so involved in building it.  Even the stuff I put up on this blog, although entertaining to me, I have no idea how good it is to anybody else.  But that’s the way it goes.  There are a set of skills you can develop to overcome this, to start getting a sense of what is going to translate well for the reviewers, but oddly enough, overcoming that gap in perception is not always necessary.  Sometimes, the greatest works come out of letting that risk be, out of ignoring the focus testers and going your own route.

That’s just something to keep in mind the next time you play something and start wondering what the developer was thinking.  And hey, the next time I write something that sucks, just keep in mind it’s all because you don’t have my obviously proper perspective.

The Sins You Committed Will Never Disappear! The Persona 2: Innocent Sin Retrospective COMPLETE!

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Persona Retrospective Introduction

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Here’s the director’s cut of the Persona 2: Innocent Sin Retrospective we’ve been running.  All the bit by bit portions of our Retrospective all stuck together in one big massive document, for those of you who prefer it that way.  We’ve got some more editing and better clarification on the points I was making, but if you’ve been following the piece by piece portions, none of the actual content here is new to you, just some minor differences in the way it’s presented.  If you’d rather have the section by section breakout, you can start here.  Otherwise, enjoy.

Persona 2!  I’ve been looking forward to doing this one.  I’ve got a lot of history with the Persona series, and it’s grown some deep, deep roots in me.  I’ve spent a good long while immersing myself in the series, and it’s one of the few franchises I actually consider myself passionate about.  I’ve carved out a good bit of prime brain real estate for each game in the series.  Yes, even the bad one.  Even dreck like Persona 1 has some value

Each game, that is, except for Persona 2.  Well, the first half of Persona 2.  See, the second installment in this series has a really weird presence here in the western world.  Persona 2 is a duology.  Atlus has experimented with the one game for the price of two deal a few times, and one of those experiments turned up here.  There’s Persona 2: Innocent Sin and Persona 2: Eternal Punishment, each telling half of the story.  And way back when these games were new, Atlus, far from the bold and expansive localizer they’re known as today, decided to only release the latter game in the states.  The second half of the story.  Flipping to the middle of the book and just starting from there.

There’s quite a few theories as to why that might be.  Maybe it was because Atlus USA was a small department with too much on its plate at the time.  Maybe it was because they couldn’t get it ready in time for the rush.  Maybe it was because of the gay options in a time before America was ready for it.  Maybe it was because of Hitler.

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Nobody knows!  But the fact of the matter is that we missed out on the first installment of Persona 2.  Eternal Punishment came out, and trust me, it was a bit of a challenge making sense of that alone.  Still, I powered through it, and while I know that game well, Innocent Sin was always a gap in my Persona knowledge, only experienced vicariously, until finally, the game got re-released on the PSP a few years ago.  It’s still the game I’m least experienced in.

So this installment of our retrospective series covers the first release in the Persona 2 duology, Innocent Sin.  Eternal Punishment will get its own, probably shorter post.  Just seemed like the best way to do things.

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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.

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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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The Persona 2: Innocent Sin Retrospective, Part 3-Presentation, Setting, and Tone

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Part 1-Introduction

Part 2-Gameplay

Part 4-Plot

Part 5-Player Characters

Part 6-Other Characters

Presentation

Ah, graphics. That which game industry professionals have been telling me for decades is the 100% absolute most important thing in determining a game’s quality. If you don’t have graphics, than what do you have, really? If your game doesn’t make those graphics cards catch fire, you aren’t trying hard enough. In fact, you can totally predict a game’s quality based on how many of those p’s it has. So how do the graphics in Persona 2: Innocent Sin stack up?

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Well, not so great. It’s totally a Playstation 1 JRPG, and doesn’t really aspire to be anything more. The Persona franchise, hell, the Shin Megami Tensei series as a whole, has never been a graphical powerhouse. But that’s ok, those industry professionals are full of it anyway. It’s the art style that matters.

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And there’s where the game’s visuals excel. Also, where they flop. Art design’s kind of a mixed bag in Persona 2: Innocent Sin. The duology seems to represent a sort of transition time for the Persona team’s visual design department. When talking about art direction in Persona games, there’s two big names to know: Kazuma Kaneko and Shigenori Soejima. Kaneko’s got at least the tip of his brush in pretty much every SMT game out there, and is legendary for the demons that come out of his head. Soejima seems to work almost solely on the Persona series, and is renowned for his character design. Here, they’re both working on the game’s visuals, yet neither seems to really be implemented to the extent they will be in the future. Kaneko in particular seems to be peculiarly limited in application. You could argue that it’s his demon designs that made the series what it is today, yet here, he only develops the main characters, the main personae, and the bosses, and leaves everything else to the rest of the art team. Soejima’s still coming into prominence, still working as one of the art team grunts, and handles the design of the rest of the characters and the character portraits. So, this leads to the game’s characters looking excellent, the headlining personae looking awesome, and some quite fearsome bosses, but the rest of it, the rank and file demons, non-unique personae and dungeon design, looking a bit bland.

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The dungeon tilesets in particular I have to call out as being pretty bland. They’re serviceable, mind, they do get across that you’re in a cave or department store or bomb shelter or whatever just fine, it’s just that they’re small, repeated endlessly, and you’ll be seeing so much of them with very little variation that you’ll be glad for the random battles because at least they’ll give you something new to look at.

The music is… you know, actually pretty good. As I stated last time, the first Persona had two soundtracks made for it, one for the PSX release that was atmospheric and moody at the cost of any enjoyable listening, and one for the PSP that got your heart thumping but was pretty null at communicating any sort of atmosphere. The Innocent Sin tunes bring out the best of both worlds with some eminently listenable tracks that still succeed in bringing the proper moods across. I’ve even listened to the soundtrack for fun plenty of times, and most of it’s just as good on it’s own. The songs aren’t quite as memorable as those in the Persona 3 and 4, but it’s still obvious that the composers really knew what they were doing for this one.

The audio, while quite good, is noticeably a little different from the rest of the series. The original compositions aren’t quite as layered, and the instrumentation doesn’t evoke as much of a modern feel as the others. A quick glance through the credits reveals why. For whatever reason, Shoji Meguro, the composer behind literally every other game in the Persona series except for the Arena ones, was completely absent on this one. The composers who are here provide a strong showing, but Meguro does have a pretty distinct style that’s noticeably absent here. He did rejoin the team in the PSP release, remixing the old songs for a more modern sound, but they’re still mostly variations on the classic compositions. It’s definitely not bad, just noticeable, especially if you spend way too much time thinking about the series like some extraordinarily beautiful video game bloggers. In any case, both the remixed and classic soundtracks are packed into the PSP release, so you’ve got your choice of tunesets to listen to.

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The Persona 2: Innocent Sin Retrospective-Part 2, Gameplay

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Part 1-Introduction

Part 3-Setting and Tone

Part 4-Plot

Part 5-Player Characters

Part 6-Other Characters

Gameplay

Persona 2: Innocent Sin’s gameplay is a bit odd. The original PSX edition was a step up from the first Persona, built off of the series’ foundations with the conceptions of 1999’s contemporary JRPGs in mind. Then, in the PSP release, the only release we westerners officially have access to, Atlus made a few small updates to make things a bit more natural to modern gamers. So, in essence, you’ve got a late-90s JRPG with a few modern touches here and there, creating a bit of a weird mix when you’re coming to it fresh. What I found really intriguing is that they actually removed a few of the really unique mechanisms of the game’s engine in the re-release, making something much closer to your standard boilerplate JRPG in the new version. The changes aren’t necessarily bad, there was a lot I recall about the original engine that took a while to get a grasp on, but I do miss the old, more creative way of smacking down foes.

Much like the first Persona, this game has both elements of the classic Shin Megami Tensei formula as well as whole new mechanics giving the experience a flavor all it’s own. In fact, Persona 2 stretches even farther away from the Megaten boilerplate than its predecessor. The game came at a time where Atlus’s developers seemed to be trying out a lot of new things with their side-series, and Persona 2’s a lot more comfortable standing on its own than the original was. It still has a few elements in common with the traditional SMT game, and you can still see the foundation laid from the first Persona, but those are layered underneath some significant changes in mechanics that, especially in the original model, made this a game all its own.

THE ROAMING

As with most turn-based JRPGs, you’re essentially dealing with two separate engines here. You’ve got your big, dynamic, foe-blasting gameplay, and your totally thrilling just kind of walking around gameplay. The latter brings a completely new, absolutely innovative feature that will change the face of the Persona series forever. For the first time, you break free of the constraints of the old game, and you wander around in THE THIRD PERSON!

I’m sorry, was that too much for you to handle? Did your mind just blank that out, in an attempt to spare you from that paradigm shift? Well, too bad, because we’re going Third-Person now, and there’s no going back!

I mean, just check it out!  In the original Persona, we were like:

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But now we’re like:

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Can you feel the freedom?! You can see the character on the screen! I have to tell you, picking this game up after immersing myself in the first Persona for so long, it felt like being a bird whose cage is finally opened. I’m not usually given to emotional displays, but I shed a bit of a tear, the first time I saw that lovely, lovely three-quarters view.

Right, so exaggeration aside, with Persona 2, the sub-series finally sheds its western CRPG inspirations and behaves more like the JRPG it really is. I’m pretty sure this isn’t the first Megaten game to take the third person perspective; in fact, I know that Jack Bros and the Last Bible had third person perspectives years before Persona 2 came out. It’s the earliest game in the franchise I’ve played to boast such, however. Honestly, the change is welcome. The third person roaming fits the style of game they’re going for here a lot better than the first person perspective did in the previous game, and it allows them to expand on the dungeon design as well. There’s still some growing pains involved, a few elements that make me wonder if either someone on the dev team wasn’t quite experienced in the third person style, or that the game was originally conceived as a first person game. Either way, the lead to third person is still a really big one for the Persona series, and I honestly believe it does this game well.

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In spite of this being novel, innovative, and a completely different approach for the series, there’s not a whole lot to the mechanics of the general wandering around that you’re not already familiar with if you’ve played any JRPG within the past two decades. Control stick runs, d-pad walks, and you can check interesting things out in greater detail or open the menu to outfit and prepare your party. That’s about it. I do want to note that the running seems a little hard to control, but I think that’s more of a fault of the PSP hardware than anything else. Seriously, how anyone thought that little control nub would be a good tool for twitchy video games is beyond me. You don’t need precision out of it very often, but for those moments where you spot some cleverly hidden trap disguised in the floors texture and need to just barely skirt it to get where you’re going safely, it might be time to switch to the control pad for the safer option.

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The Persona 2: Innocent Sin Retrospective-Part 1, Introduction

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Part 2-Gameplay

Part 3-Setting and Tone

Part 4-Plot

Part 5-Player Characters

Part 6-Other Characters

A bit of a change in format for this one. So, usually, when we’re doing these big retrospectives, we’ll just write up about twenty pages worth of text covering as much of a game as we’re able, add in some pictures usually shamelessly stolen from all over the internet, then put it up here in one lump sum. I’ve been starting to rethink that format, though. I’m not sure if just having one big, massive, 10,000 word+ post is best for myself the writer or for you the reader. So we’re going to try something new here. Something novel. Something that’s going to keep poor Matt from having to spend four reading sessions to get through the whole post. This time around, we’ll break things up, covering them topic by topic. We’ll divide the big massive study of this game into bite-sized, easily digestible sessions. Hopefully this will give a better experience for all involved. Sound good? Good. Let’s go!

So! Persona 2! I’ve been looking forward to doing this one. All the mainline Persona games have got some deep, deep roots in me. I’ve spent a good long while immersing myself in the series, and it’s one of the few franchises I actually consider myself passionate about. I’ve carved out a good bit of prime brain real estate for each of them. Yes, even the bad one. Persona 1 has it’s value as well.

Each of them, that is, except for Persona 2. Well, the first half of Persona 2. See, the second installment in this series has a really weird presence here in the western world. Persona 2 is a duology. Two games for the price of one. There’s Persona 2: Innocent Sin and Persona 2: Eternal Punishment, each telling half of the story. And way back when these games were new, Atlus, far from the bold and expansive localizer they’re known as today, decided to only release the latter game. The second half of the story. Flipping to the middle of the book and just starting from there.

There’s quite a few theories as to why that might be. Maybe it was because Atlus USA was a small department with too much on its plate at the time. Maybe it was because they couldn’t get it ready in time for the rush. Maybe it was because of the gay options in a time before America was ready for it. Maybe it was because of Hitler.

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Nobody knows! But the fact of the matter is that we missed out on the first installment of Persona 2. Eternal Punishment came out, and trust me, it was a bit of a challenge making sense of that alone. Still, I powered through it, and while I know that game well, Innocent Sin was always a gap in my Persona knowledge, only experienced vicariously, until finally, the game got re-released on the PSP a few years ago. It’s still the game I’m least experienced in.

So this installment of our retrospective series covers the first release in the Persona 2 duology, Innocent Sin. Eternal Punishment will get its own, probably shorter post. Just seemed like the best way to do things.

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